Project 3: Life Modelling [Head]
By noting the structure of the skull sculpt, I now had some clear reference points for creating the head sculpt. In a similar fashion to the previous armature, you can see below a slight variation; allowing for a 1:1 sculpt, the weight of the clay to be held by the butterfly joint and stronger metal to support the heavier composition. This project also requires a wider range of tools and assets, so I've purchased new items and materials in preparation.

Above: Creating the head armature.
When it came to choosing between a skinhead lady and man with a full head of hair, I considered the brief in which we are due to modify the sculpt with a SFX feature. The female model, Raven, had a lot more surface area to work with in this regard, so I began to adjust the armature to fit within her head shape. Before taking any precise measurements, I then padded it out with clay. To become a bit more familiarised with the model's facial structure, I've also drawn a quick study as seen below.
Above: Four different views of the chosen model, Raven.

Below, I've simply documented the process in the form of a photo gallery; more specific details will be noted in my sketchbook and I'll evaulate the process over the next few stages.

Above: The sculpting process.


Above: Sculpting process continued.
As the final few days with the model closed in, I began to add final and defining details such as the eyebrows, pupils, lid folds and general smoothing of the structure to eradicate the bumpy texture. Below you can see a distinct set of photos showing the structural development throughout the process.
Above: Portrait development throughout the process so far.
Above: Collages used as a reference guide for development.
Wednesday 28th November - Today we had a brief return to the use of Z-brush software. Inputting photographs of Raven and then reconstructing her upon a basic face plane. Below are some photos of the process. However, due to the session only lasting 3 hours, the final outcome is only a basic sculpture with a lot of refining and work needed.
Above: 3 hour session with Z-brush.
Final Outcome:




It's the end of term and I've completed 3 weeks of sculpting. Although I've got some refinements to make once the piece has dried out a bit, the main sculpt is in place ready for moulding and casting next term. This process has improved my understanding of the head's anatomy and further details on the skin hugely and I'm really proud of the outcome. The only area I've struggled with and definitely need more practice on would have to be hair sculpting; the eyebrows in particular on this model.