Clement Lofthouse's profile

Character design, Franz the mad scientist

This is Franz, my futuristic, rough and insanely mad scientist.
I began with a sphere, and using the move tool I pulled the chin out to create a rough head shape. I made the neck so I could gauge the shape of my head. I then moulded basic features onto the face using the clay tool to judge placements and sizes of each facial part.
I sculpted a basic face over the course of an hour, using the clay, move, smooth and standard tools to refine the features.
After further refining the features and the head shape, including the jaw and brows, I added ears and eyes as separate subtools. after moulding the ears out a little, I merged them with the head.
I added teeth as a separate subtool after carving out a mouth. After further shaping of the face, I decided to turn off the symmetry feature and begin to add details. I began with the scar, which was his primary feature, cutting it down his face and through his mouth. I also used the move tool to make his grin slightly lopsided.
The eyes were perhaps the most intricate but satisfying part for me. I began by using the polish tool to 'shave' a section for the iris, followed by selecting a small section for the pupil and deleting it completely. I then created a small spherical subtool, coloured it black and placed it inside the eye subtool to give the pupil a sense of depth.
With the iris, I began by making the symmetry tool 8 sided, with the centre of each leading into the centre of the eye. I drew lines all around the iris, then selected random spots, as well as the centre of the iris around the pupil, and pushed it all inwards to give the eye more physical detail and more of a 3D feel. I then turned symmetry off and made the markings more random. I then began colouring, starting with a dark green base, followed by a brown/yellow leading outwards from the pupil, and a lighter green dotted on certain markings. I finished with a darker green line around the outside of the iris.
After more modelling of the face, I decided I was happy with the shape. i began to colour beginning with a yellowish base to make him seem almost sickly, and darker red patches on his cheeks and lips, with dark brown under his eyes. I painted the teeth with a base of bright orange.
I added wrinkles and smaller scratches to show his age, and make him feel more brutish and crazed, as though he had seen a large amount of combat. I began to add red veins and marks in the whites of his eyes. I continued this throughout. I also decided to take the middle of the scar away, to make it seem as though whatever caused it did not cut as deep.
It was here I discovered the noise tool and decided to use it to make his skin rough and course. I used it lightly on most of his face, however later I decided to use it as a base texture for the whole of his face. I darkened his teeth with grey patches.
After covering his entire face with the texture and applying more layers of red and yellow skin, I used the standard brush with the lightning alpha to create veins. I added moles on his forrehead and one on his nose, and I textured his lips and painted his gums and teeth darker. I decided to give him a dead eye, however I was unhappy with the result.
I panted and textured his head and ears. The dead eye was still bothering me, so I decided to give him and simple robotic eye using a separate subtool. I used different materials for each section to make it seem artificial. I darkened his scar and made the last changes I could find.
Finished left eye and teeth
The concept behind him was designed to take me out of my comfort zone. In the past I have tended to include a lot of smooth shading in drawings, I decided to make his face a ruin, from the scar (partially covered by a rough, robotic eye) that travels down his face, to the rotting, dark yellow teeth. Overall the project took me a week to complete (20 hours).
Character design, Franz the mad scientist
Published:

Character design, Franz the mad scientist

My first full character face made using Zbrush Core

Published: