This eliminates the chance for errors as you can quickly fix a lot of your errors while working on the half of the model. It is always better to work on half of the model and then mirroring. While working on this character model, I created loops around half of the mouth, nostril the eyes and ears which I would later mirror. Most important around the eyes, mouth and nose since that area is highly mobile on character models. Edge Loops to create the flow on the model.Use shrink-wrap and select closest for projection.To relax the topology, shift and move around the faces.Tab - Right Click - Extend - Border/Edge/Loop to create more quads using the Quad Tool.Ctrl Shift select edge to delete entire edge or the vertice/s.Autolock allows either the interior or exterior vertices to be moved or manipulated.Turning it off would prevent the vertices from merging. Autoweld determines how close vertices have to be in order to merge.Some key points to remember while doing retopology for a 3D model: While exploring the topic of Retopology, I worked on a rat's model and re-topologized it. This is my work in progress for one of my final submissions in 3D Character Modelling and I am trying to incorporate all the techniques that I am learning in the classroom and during my independent study hours to try and get my character creation to perfection. It can become incredibly difficult to sculpt on a decimated mesh, hence it is always better to use Zremesher to continue sculpting and the Decimation Master to use for baking. Similarly, another tool called the Decimation Master is used to create Tris for a high poly mesh’s detail to be baked onto a low poly mesh in Substance Painter. Zremesher is ideal when the sculpting process needs to be continued. It is always recommended to retopologize the model manually instead of relying on Zremesher to reduce the polycount. This model is still a work in progress for the final project and would later be brought into Maya for Retopology. Front Side Pose Three Quarters Pose Back Pose The tool used to create these tentacles was the Snake Hook Tool with the Sculptris Pro mode on to retain the geometry of the shape. Following the same process as earlier, I created a separate subtool for the tentacle and mirrored them. Since I had decided to give my character tentacles for feet, I wanted to create straight long tentacles at the bottom so that I could easily rig it later for animation. It is much easier to create polygroups as it keeps the entire model as one surface and creates multiple groups within it, while with subtools, a separate piece of geometry is created every time a new shape is added. Another way to organize the mesh is by creating polygroups. These subtools can later be merged using the Merge tool and the details can be retained on the geometry by using a higher resolution on the Dynamesh tool which helps maintain the consistency of the material while sculpting further by evenly distributing the topology across the existing model. I created a separate subtool for each muscle and body part I created for the model to allow a greater level of flexibility in the later stages of the sculpting process. Using the anatomy of the human body as my key reference and the character sheets of Morticia Addams I blocked out the rest of the body of the character. Then using the Move, Clay Buildup, Transpose, Select Rectangle and Smooth, Damian Standard, Trim Dynamic brushes, I blocked out the facial muscles of the character and proceeded to sculpt the body. To create the head, I used the masking and the select rectangle tools from the Lightbox to block the front and back of the head. My first step was to collect several references of the character I wanted to create in different poses and angles followed by some studying to understand the anatomy of the human head and creating shapes in order to block the muscles onto the character's face that I would later work on in the secondary and tertiary stages of the sculpting process to add more details and depth to the character. Sculpting a stylized character model can be tricky, but it can be made easy - by understanding the human anatomy for starters. In Zbrush, I started working on a character model inspired by Hanna Barbera's Morticia Addams and Tim Burton's character design.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |