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The Addams Family - Thing Sculpt

I wanted to challenge myself and learn more about anatomy, so I seized the opportunity during a day-long challenge hosted by Mastered. The theme was Tim Burton's, the concept intrigued me. With just a day to work on it, I quickly gathered references from the show "Wednesday" to study Thing's distinctive appearance and details.

Starting with basic primitive shapes, I blocked out the larger features like fingers and the overall hand shape. Using a photo-scanned hand model from Sketchfab as a reference, I ensured my proportions were accurate and nothing was out of place. This model served solely as a guide.

Moving into Zbrush, I merged the block-out into a single mesh and began refining it. Using the clay brush, I sculpted to add details like ligaments and other anatomical features, constantly comparing my work to my own hand for accuracy.

Next, I applied textures from TexturingXYZ to add some normal detail across the mesh, except for the fingernails. In Maya, I meticulously unwrapped the model, opting for more seams to minimize UV distortion.

For rigging, I utilized an auto-rig human rig in Maya, adapting it with additional joints and removing unnecessary parts to focus solely on the hand. Maintaining the rig's extension to the shoulder area prevented some issues from occurring when posing the mesh.

With the model posed, I transitioned to Substance Painter for texturing. I manually textured all the maps. Once complete, I set up the scene in Maya and rendered it in V-Ray, using a Megascans desk and a web-sourced image as a backdrop. Lighting involved a 3-point setup with a HDRI map for consistent global illumination.

In total, the project consumed approximately 6 hours for sculpting and an additional hour for texturing and rigging.

Square Render

Square Render

Render001

Render001

Render002

Render002

Render003

Render003

Reimported into marmoset for viewing.

References. I initially wanted to do a small scene but decided against it to focus completely on an anatomy study of Thing.

References. I initially wanted to do a small scene but decided against it to focus completely on an anatomy study of Thing.

The rig had to be that long because for some reason it would break if the shoulder joint wasn't there.

The rig had to be that long because for some reason it would break if the shoulder joint wasn't there.

Textures

Textures

Topology

Topology

UV map. The stitches were on a separate UV sheet and used a metal shader for Vray.

UV map. The stitches were on a separate UV sheet and used a metal shader for Vray.