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Creation of the 3D Model of Homelander: Sculpting, Texturing & Grooming

Adán Pérez provided a detailed breakdown of the Homelander project, discussing capturing the essence of the character and his sculpting, texturing, and grooming using Blender, ZBrush, Maya, and Mari.

Introduction

The project I present below is a detailed representation of Homelander, the character from The Boys, and the culmination of a modeling, texturing, and collaboration process with talented artists in the CGI industry. I used a series of advanced tools and techniques that allowed me to achieve the most realistic result possible, respecting the character's proportions and iconic features. Below, I detail each phase of the process and the tools I used. 

Phase 1: Research and Sculpting the Model

The foundation of this project began with in-depth visual research to capture the essence of the character. I used a selection of high-resolution photographic references taken from platforms like Getty Images, focusing primarily on close-ups and portraits of Antony Starr, the actor portraying Homelander. These images were organized in PureRef, an extremely useful tool for managing visual references throughout the sculpting process. 

With the references loaded, I began to sculpt the base model in ZBrush, an essential tool for achieving a high level of detail in facial features. This stage focused on recreating the bone structure and facial proportions of Antony Starr, which proved to be challenging due to the subtle but important differences that contribute to the character's likeness. 

Phase 2: Additional Details and Creation of the Facial Base

Once I had a solid base for the sculpture in ZBrush, I used FaceBuilder for Blender to create a version of Homelander that could seamlessly integrate with the textures. FaceBuilder allowed me to create a 3D mesh of the face based on reference images and overlay it on my sculpture to ensure a perfect fit of the facial geometry. This process enabled me to combine the manual sculpting detail with the realistic textures of a base model.

To achieve more texture accuracy, I used one of the XYZ Texturing bases (vFace Hans-144) from TexturingXYZ, which provides high-resolution maps with cavity and displacement details. I integrated these maps with the FaceBuilder geometry to enhance the texture quality and ensure that every wrinkle, pore, and facial line was as authentic as the reference images. 

Phase 3: Texture Painting in Mari

The next phase was texturing the model in Mari, a tool specialized in painting textures for high-resolution models. During this process, I integrated XYZ maps and FaceBuilder and generated an additional cavity map layer to add depth to the details, much like a Displacement Map extracted from ZBrush. Painting the maps in Mari was one of the most complex stages, as I had to carefully balance the realism of the skin, clothing, and other key details of the character.

The texturing process was crucial in achieving a result consistent with the visual style of The Boys, maintaining fidelity to the original design of Homelander while adding a personal touch to the details. 

Phase 4: Shader Creation in Maya

Once the textures were ready, I exported the model to Maya, where I began working on the shaders for Homelander's skin, eyes, and clothing. This was when I encountered one of the biggest challenges of this project: achieving the perfect likeness. Although the textures were well-defined, the fine details in the facial shape and the quality of the skin shader still didn't feel realistic enough.

To correct this, I made several adjustments to the facial mesh using ZBrush, refining the alignment of the proportions. I also sought the help of Amirhosein Sajadi to design the eyes, achieving a more lifelike expression that matched the character. The work on the eyes was essential for giving the model the humanity and visual impact that defines Homelander in the series. 

Phase 5: Grooming the Hair

Homelander's hair is a key feature in his design, so I decided to collaborate with Latif Fajrin, an expert in CGI grooming, to help me create the texture and style of the character's hair. Latif, known for his ability to create realistic hair effects, did an amazing job using XGen in Maya, making Homelander's hair look photorealistic. This collaboration was crucial in achieving the final result. 

Phase 6: Learning and Acknowledgment 

I must not forget to mention one of the most important influences in this project: Şefki Ibrahim, whom I consider my mentor. Thanks to his recent course, I was able to improve various areas of my technique, especially regarding realistic modeling and texture integration. Sefki is an exceptional professional and an incredibly generous person with his knowledge. Without a doubt, his teachings were key to achieving the quality level in this model.

Conclusion and Final Reflection 

This Homelander project has been an invaluable experience in both learning and collaboration. The tools used, from ZBrush, Mari, to Maya, allowed me to take my skills to the next level. The help of amazing artists like @sajadiii_amirhosein, @latif_fajrin, and @sefkiibrahim was essential in making this model a faithful and high-quality representation of one of the most iconic characters in modern television.

This project not only helped me improve my technical skills but also taught me the importance of collaboration in the CGI world, where each team member 
contributes something unique to create a complete work of art. I am excited to continue growing in this industry and sharing more of my future projects. 

Adán Pérez, Digital Sculptor, CG artist, CG Supervisor & LookDev Artist

Interview conducted by Gloria Levine

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