Here I've created a turnaround on my model with some paint and materials added to give a nice effect added.
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Closer bust shot to show some of the smaller details.
Here is a turnaround of the character. Almost finished now, Just some more final touches to add like strings for the bow and maybe a few arrows in the bag.
Happy with the new base meshes I imported them all into Mudbox and continued to sculpt them to bring the character to the final detailing stage.
Here I exported my mesh from Mudbox and imported it into Maya and started to build the base meshes for the clothes, hair and weapons.
In the next step working on the eyes for the character. I added two spheres for the eyeballs.
Here I froze some areas of the mesh so I could position the arm correctly and sculpt ti without affecting other areas.
With the pose completed it was time to move back to sculpting and really rendering out the face and body.
When I continued sculpting the mesh to a point where I had to start subdividing it a few times, I decided to pose the character. I did this at this stage because I don't plan to rig this model, and posing it later when it is very high poly would only deformed the areas I worked on and I would have to re-sculpt the parts that were altered. Also when in the new pose, some of the muscles would contract and relax in different parts of the anatomy so they would look different than in the original pose.
The downside to this is that I wont be able to sculpt the hands and feed using the mirroring option. Later I will have to sculpt each leg and arm separately.
After I fixed the hand I exported the fixed mesh into Mudbox and begun to sculpt the mesh using my character turnaround and other references that I have supplied below.
While warping the mesh The fingers came out totally disfigured so I exported the mesh into Maya and moves around the topology until the fingers and hand was corrected.
Here I begun to sculpt the model by warping the basic human mesh in Mudbox. The basic human mesh that Mudbox provides is of a masculine to I had to to use the grab brush and other tools to deform and alter the mesh until it was in a female body shape.
This is a character Sketch of a character I will be modeling for my final 3D character that will be modeled in Mudbox.
Turnaround Of character done
Here I have begun Modeling a base mesh in Maya for one of my characters and when I was happy with the mesh I took it into Mudbox to sculpt it.
Here I did the same with another character but this time I choose the symmetry settings appropriate to create the character quicker and more symmetrical.
I then retopologized the mesh to clean it up and make the polygons all quads so I have no trouble sculpting it in Mudbox.
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