WaterCarrier_Sketch

The Zikia Water Carrier: Maury Weiss’ Sculpting Process

Hi everyone,

Earlier this month we had the opportunity to take a look at Joel DuQue’s process behind the paintings in Golem Arcana. Now that all the Wave 3 sculpts are complete and ready for production, we asked our in-house sculptor, Maury Weiss, to share his process of creating Golem Arcana’s sculpts.  We have had a number of very talented sculptors create figures for Golem Arcana, but Maury has been responsible for the majority of GA’s figs.

Maury and I had spoken about the idea that Golems are used for peaceful purposes earlier this year. Within the lore, Eretsu’s constant wars mean that such creations are rare; Golems are just too difficult to create to be able to spare the resources for anything other than war. With the Zikia Water Carrier, we thought we would explore what a Golem built for labor might look like.

Here’s Maury to discuss what goes into creating a sculpt for Golem Arcana.

Chris

WaterCarrier_Sketch

WaterCarrier_01

MW: To create a Golem Arcana figure, I use a program called Zbrush. Zbrush is used to emulate a natural, soft-surface sculpting process similar to clay or sculpey. You can use brushes to push, pull, slash, flatten, pinch and build up digital “clay” made of geometry.

To start, I do a quick block-in of the character using the Zsphere tool which allows for quick manipulation of basic cylindrical shapes to create an object.  I think of it as an armature that I can bend into shape as a base for my clay sculptures. With the symmetry option on, any adjustments made to one side is directly translated to opposite.  For other objects you can start with basic geometric shapes. For example, the barrels and wood beam that carries them are made from cylinders and cubes that have been stretched and re-worked.

 

WaterCarrier_02

MW:  Zspheres are then converted into geometry. In the beginning stages of creating a figure, I work as simply as possible with a low density/low polygon mesh since it makes it easier to move the geometry around and focus on big shapes and proportions.  Other details are added using more Zspheres and cubes to block out parts like the toes and horns. These are added as different layers so they can be easily selected and worked on separately.  I want  to get all of these pieces of the puzzle in place as soon as possible to get a better idea if the proportions of the character are working.

 

WaterCarrier_03

MW: Next, I subdivide the geometry of the figure to continue to define its overall form and silhouette further. Subdividing increases the resolution so I can add more details. Often, parts of a golem are made as a separate piece and then later moved into position, replacing old blocked in pieces.

For example, for this character, I worked on the barrels separately. This allows the piece to be centered so I can use the symmetry options. Here I am using 12 sided radial symmetry to sculpt all the planks of the barrel at once. The metal rings are made from squishing cylinders.

 

WaterCarrier_04

 

MW: Since I’m am fairly happy with my big shapes at this point, I can really begin some sculpting. Before, I was mostly pushing and pulling large portions of geometry. Now, I begin to use different brushes to build up and cut into the clay to define its detail. As the golem becomes more detailed, I continue to catch and correct any other proportional issues I have with the character. I also use a technique called masking. This will allow me to define an area I do not want to be sculpted on or to even extract parts of my sculpt to be made into other pieces.

 

MW: As I continue to add more detail to the sculpt and define detail until it becomes clean and sharp, the character is really starting to take shape. The overall form and silhouette is where I want it and the detail is filling out nicely. Now it  just needs the final touches.  I start working on the textures and believability of the materials the golem is made from – imagining that he is full of ancient creaking roots, protected by an outer shell of thick bark overgrown with moss and lichen.

Separating parts of the golem into different pieces makes it easier to detail each part individually and pose the character later. I can also increase the resolution of each piece as needed without affecting the rest of the sculpt. This can save on computer performance because, by this point, the geometry is becoming very dense and now only small parts of the sculpt are selected at one time.

MW: Here you can see that all the finishing touches are added to the sculpt and the final detailing is complete.  I had some fun adding a moss texture in the cracks between the vines, bark and smoother surfaces of the model.  I also created a  pattern by painting in and erasing away a mask. By inverting the mask and then using a brush, inflate tool or move tool, the pattern is easily pulled out. Finally, I created some other details like vines and a tree stump to add asymmetry, making the golem more organic and interesting.

 

MW: After some feedback and revisions from Jordan and Chris, the sculpt is finally ready to pose. My main method is to mask off everything except the section I want to pose, then rotating that section. For example, like bending an arm at the elbow. While doing this I need to make sure that the golem can fit on his base. I also need to leave room for the flag post and align the feet over an area of the base where a peg can be inserted for attaching the sculpt.

For this pose, we went with a look similar to the concept. It was very important that the golem felt like it was carrying a lot of weight. His back is bent far over and the body is in a low crouch with one arm forward on the ground to help with balance and the other reaching up to hold onto its water carrier. After a lot of tweaks to the pose, we had something we were happy with.

WaterCarrier_TurnAround

Here’s the final Sculpt.  We don’t have any concrete plans to produce the Zikia Water Carrier right now, but we hope you enjoyed this look into the process behind creating the sculpts of Golem Arcana!

WaterCarrier_Final