A skeleton sculpted in Zbrush as a study of human anatomy. This skeleton was then ripped apart, blown up, pulled and distroted in an abstract video series. The immersive sound in the videos is courtesy of Anton Shtarkman.
The skeleton was sculpted using a variety of reference material to be an anatomically accurate reproduction.
Tools used: Zbrush, Maya, Arnold, Houdini, After Effects, Illustrator
Everything for this skeleton was sculpted from scratch. All bones started as spheres. This was a study in creating the human figure from reference - with no base. A lot of credit is due to Andrew Loomis.
Houdini was used to deform and displace the skeletal body. Bones were simulated both as hard-bodies, and as inflatables. Much work was put in to troubleshoot the interactions between bones, and the timings of the simulations.