I'd love to have him as my teacher.
Your place is valueble for me. Thanks!… https://hotmail0909.weebly.com/blog
You have done an outstanding job. Greetings to Toivo Glumov and Natalie Kayurova.
3D generalist Miriam Sarbu has presented her amazing experiments with photorealistic 3D photogrammetry scans, creative sculpting, and a bit of imagination. The artist shared her workflow behind her 3D concept art project Alienation.
Sculpting the texture of the skin and intricacies was probably the most time consuming part. I sculpted muscles, ligaments and veins over the entire female body. Again, easily done when the scan is of a high quality, you can practically see the muscles through the skin anyways. After this step I merged the Alien spine, ribs and tail into the female mesh. I used the same procedure as for the head to blend everything together. Afterwards I added an accessory, which was made using clay tubes and then preceded to add skin details. Sculpting the alphas, pores, imperfections, lesions and veins on different layers was a long process as you can expect.
Baking a diffuse and normal map, then taking these into KeyShot to render a matte, gloss, ambient occlusion and a main pass was next. In Photoshop I composited these by layering them on top of each other and quickly tweaked the values to get everything how I liked.
My sculpt was never intended for rigging, so starting with a posed scan I didn’t want to concern myself too much with poly count or the topology. To put it simply, it was great to just go wild and be creative without the restrictions. I kept the overall poly count below 100k as I didn’t want to wait an eternity for the render passes in KeyShot.