Finished the high poly sculpt for the "Linker" Scout character. Though I have sculpted before, I have never been this far with a character in this much detail. I did sections such as the limbs and shoulder pad in Maya to get a crisp, precise look that would contrast with the sculpted sections.
This ended up looking better than expected. The shoulder pad was also slightly changed to a more curved, ergonomic shape to make it look more functional rather than completely decorative.
Links
Trying to lay the decorative hexagonal "scarf" in a smooth, lowing manner was tricky. I attempted to do it manually by duplicating each hexagonal object and laying them out separately, but it didn't look too great. Instead, I looked back to a technique that I had only ever done in a second year tutorial. By creating a motion path, I attached the single hexagon to the start of it and created an animation snapshot of the object. I then joined them together to get the resulting effect. I did have to adjust a fair amount to get them orientated correctly though, so i will have to go through it all again if I am to change the proportions or pose the character.
Trying to lay the decorative hexagonal "scarf" in a smooth, lowing manner was tricky. I attempted to do it manually by duplicating each hexagonal object and laying them out separately, but it didn't look too great. Instead, I looked back to a technique that I had only ever done in a second year tutorial. By creating a motion path, I attached the single hexagon to the start of it and created an animation snapshot of the object. I then joined them together to get the resulting effect. I did have to adjust a fair amount to get them orientated correctly though, so i will have to go through it all again if I am to change the proportions or pose the character.
Feedback from students and 3D forums suggested that the link scarf design seemed to look as if it would fall off the shoulder, as well as the different materials on the character not being obvious enough. Large changes to the design would be too time consuming at this stage, so I modelled a belt around the back to hold the scarf to the shoulder. Its not the best solution, but it should be better than leaving it hanging.
Though the proportions do looks as if the character is quick and agile, something still seems wrong. Will need to work on the head and limb proportions, and model the feet.
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