The following is an excerpt for Digital Arts Masters: Volume 4. In Digital Art Masters, you will meet some of the finest 2D and 3D artists working in the industry today and discover how they create some of the most innovative digital art in the world. In this excerpt, Jelmer Boska walks you through his creation of his own personal work, Portrait of Keith Richards.
It all started in a Vancouver theatre around May 2007 where I watched the third part of the Pirates of the Caribbean: At World’s End for the first time. About half way in, Keith Richards made his introduction in the role of Captain Teague. When he appeared on screen I had goose bumps; the way Keith looked in his red pirate costume reminded me so much of an illustration of the infamous pirate, Blackbeard, in a children’s pirate book I used to own – I loved that image and have kept it in my head ever since. A few months later, Disney released the book The Art of the Pirates of the Caribbean where I once again met with Captain Teague. This time he appeared in the form of an amazing drawing done by one of my heroes, Mark “Crash” McCreery. There the idea was born.
I felt it was time to add something new to my portfolio, and this would be something I’d very much enjoy doing. Although I started off with the intent to create a portrait of Keith Richards as Captain Teague, he never made it to that state. I changed my mind during the process and decided to go for a realistic portrait of the man himself instead. Well … at least it got me a good “piratey” introduction for this article – Yarr!
I started off the way I usually start any project, which is by gathering related reference imagery. I found a couple of decent photos of Keith and also took some screen grabs from the movies, where I had the opportunity to see him from more specific angles. During my search for references it was inevitable that I came across some of the famous caricaturist, Sebastian Krueger’s work. He has portrayed and caricaturized the Rolling Stones, and Keith personally, quite a few times. Throughout the process I constantly had to be aware not to caricaturize my portrait too much. Keith has got a lot of characterizing features in his face, and sticking close to his real proportions, instead of caricaturizing them, was a challenge!
I mocked up a base mesh for the bust in XSI fairly quickly, with the idea to get working on the likeness in ZBrush as soon as possible. I kept the base model very simple, since it would be used for still purposes only, and wouldn’t have to deform (Fig.01).
When doing a likeness, details hardly matter; it’s the main proportions that matter, and in particular the visual triangle indicating the relations between the eyes and tip of the nose. I found that once you nail those proportions, the character usually starts to become recognizable. You do start to stare blind after a certain amount of time, so I tried to get as much of the main work done as possible within the first hours after starting work on the model.
I tend to start off by subdividing the model about three times right after importing it into ZBrush. From there I start to refine and build the main forms. I have become a big fan of the Clay Tubes tool, which allows me to change and add volume in certain areas in a very natural way. After getting the bigger primary forms down I carved in a couple of Keith’s most characterizing wrinkles, which are formed mostly around his mouth and cheekbones.
Having a dual monitor setup was most helpful for this project: I find that being able to have my main reference images up on one screen, while working on the other, is almost mandatory for this kind of work. Once I started sculpting it was just a matter of constant refinement: looking at the reference photos and comparing them to the model. I didn’t really find any shortcuts or tricks doing a portrait – it seems to be just a matter of training your eye and trying to sculpt what you can see (Fig.02 – 03).
Texturing & Shading
The texture painting was completely done in ZBrush as well. Using the polypaint tools I quickly painted a diffuse texture directly on the model. Knowing the final image would be black and white, I didn’t spend too much time on this.
After having exported the diffuse map from ZBrush, I hooked the image up in a pretty simple shading tree using Mental Ray’s standard fast skin surface shader (Fig.04). I applied this to the high-res model, right out of ZBrush. The model sits at about 2 million quad polygons at its highest subdivision level, and I sadly wasn’t able to render this in XSI without crashing my machine. I ended up exporting the second highest resolution mesh and generating an additional map, based on the volume differences between the highest two levels and applied this as a bump map to the model in XSI.
The hair was done in XSI, too – the hair tools are great and pretty easy to use. I grew about eight different selections of hair to form his haircut. I looked at sections and strands that characterized his hair most to base my hair selections on, and focused on those specific areas. The hair was very much modeled to the camera, and looks rather ridiculous from any other angle (Fig.05).
Lighting & Rendering
The final light rig was made up out of a standard threepoint light setup using area-lights. The key light was placed on a sharp angle high above the model to create deep shadows under his eyebrows – something I found to help sell the likeness a bit more. A bright rim light was placed directly behind Keith, to separate him from the background a little. To soften out some of the shadows on one side and generate some nice contrast in the lighting, I placed a soft fill light on the left side of the model (Fig.06).
The image was rendered in 4 passes, those being two specular and beauty passes for the head and the hand plus the cigarette. The beauty pass showed the model lit and fully shaded, but without any specular highlights. Those were rendered out separately in a specular pass, so that I could have a bit more control over it later on in Photoshop.
Compositing & Finalizing
There wasn’t too much work left to be done in Photoshop besides combining all the passes, desaturating the image, adjusting the levels a touch and adding a depth of field effect using the blur tools. The smoke was painted in later, and to finish the whole thing off I added some grain, which I found added a lot of character to the final image (Fig.07a – e).
And that’s about it! I very much enjoyed working on this portrait and am happy to call this one done. I hope you like it.
Excerpt from Digital Art Masters: Volume 4 by 3dtotal.Com © 2009 Taylor & Francis Group. All Rights Reserved. Digital Art Masters can be purchased Amazon.com,BN.com, and wherever fine books can be found.