Mech Girl

This piece is based on Darren Bartley's Cyborg. You can see the concept here: http://fightpunch.deviantart.com/art/Cyborg-359725974

Check out more work and tutorials at http://www.IsaacOster.com

I started this project by modeling the head.  I zremeshed the head towards the end to get better sculptability.

I started this project by modeling the head. I zremeshed the head towards the end to get better sculptability.

I added a simple cylinder to get a scaffold for retop.  You can get an extrusion by increasing the skin thickness value.

I added a simple cylinder to get a scaffold for retop. You can get an extrusion by increasing the skin thickness value.

The edges of the new geo need to be creased.  This model was made with 4r6, so dynamic subdivision was not available.

The edges of the new geo need to be creased. This model was made with 4r6, so dynamic subdivision was not available.

With the basic shape figured out, I used the same retop process to create a more detailed shell.  I used dam_standard to figure out edge placement.

With the basic shape figured out, I used the same retop process to create a more detailed shell. I used dam_standard to figure out edge placement.

The same process was used to create the face shell.

The same process was used to create the face shell.

A progress shot.

A progress shot.

Here's an exploded shot of all the pieces.  Most of these were modeled in Zbrush, but a few parts were modeled with Max.  Again, this was built with 4r6, so zmodeler was not available.  I'd use zmodeler for these tasks now.

Here's an exploded shot of all the pieces. Most of these were modeled in Zbrush, but a few parts were modeled with Max. Again, this was built with 4r6, so zmodeler was not available. I'd use zmodeler for these tasks now.

I used Surface to add a tiling cloth texture to the internal neck geometry.  This area is pretty concealed, but a little extra info can go a long way.

I used Surface to add a tiling cloth texture to the internal neck geometry. This area is pretty concealed, but a little extra info can go a long way.

I used Transpose Master and an FFD in Max with soft select to get a little twist in the neck.

I used Transpose Master and an FFD in Max with soft select to get a little twist in the neck.

Here are some of the matcaps I rendered with Zbrush.  I used Photoshop to composite these together, as well as to add text and glow.

Here are some of the matcaps I rendered with Zbrush. I used Photoshop to composite these together, as well as to add text and glow.