Thursday, February 19, 2026
Week 26 - Lighting Composition
Monday, February 16, 2026
Week 25 - Lighting Composition
For our lighting assignment I decided to have a little bit of fun and focus very heavily on the artistic side of lighting, specifically referencing chiaroscuro for how to light the subject.
chiaroscuro, (from Italian chiaro, “light,” and scuro, “dark”), technique employed in the visual arts to represent light and shadow as they define three-dimensional objects. Britannica
In hindsight, I think I could have pushed the lighting further to be more dramatic, but being limited to three-point lighting setup, I think it works for what is needed.
Playing with the different temperature of the lights did also help create a better story for the statue. Warmer lighting next to the bird's neck and a dim light behind the man help imply a story taking place.
Friday, February 13, 2026
Week 25 - Ice Druid Sculpt
Feedback from Noah Hunter
Regarding the last version
There are features that are too soft currently, like hair chunks, eyebrows, transition lines from lip tissue to not-lip-tissue (idk the anatomy of that part), and earring hone points could be sharper. What if one of them was chipped and missing the point? What if her horns had a couple that were splintered? That could break silhouette and symmetry and be more interesting.
Regarding the final version
HAIR PROCESSING
Another attempt down, this project has made me learn two things:
1. A big portion of Zbrush tutorials regarding hair focus on longer styles OR entirely simplifying the shapes so much that they don't break off whatsoever.
2. Everyone has a different method for hair, and no one is 100% right.
This caused a lot of problems for me, since regarding Purah's design, her hair works best as a short, messy design, notably longer than her first form, but not extensively so. I took a lot of inspiration from arcanegold_'s character Maple, who has a very similar hair design, minus the horn protrusions.
ICE TEXTURING
One of the last things I did was a brief check/polish of any props in the scene; this included adding a light amount of tertiary detail and adding secondary detail to any overly smooth shapes, especially the antlers.
I used Hossein Hatami's VDM ice brushes as a good base, especially the ice shards, which worked really well in adding volume and variation to the horn sheaths.
FINAL SCULPT
Week 60 - Dynamic Subdivisions
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