I'm currently sculpting the second character. It is taking me a lot less time to sculpt than the Scout character as I am reusing the Limbs and using the trousers as a base to model off of. I do however need to change the proportions as this character is male, and needs to be bulkier to suit the role of "Grunt" rather than the sleek and agile "Scout". The angular look of the clothing is a lot easier to pull off now as I am more used to the tools. I really like the look of the angular sections of the body, but its going to be covered up by the armor on top. Feedback from fellow Computer Artists did however think that the top looked too rigid, as there were no visible cloth folds unlike the trousers. I'm hoping the armor will hide this, as I don't have enough time to add them in. The cloth folds on the trousers around the crotch also seemed a bit too sharp which made it look like it was bulging inappropriately from the front.
Like the previous model, I modeled the hard surface areas in Maya to generate a smoother, precise model which contrasted with organic cloth. I deleted portions of the shoulder pads to allow for more movement. As I modelled many sections of the low poly model in tris, such as the shoulders and armor, I was really worried that it would not subdivide properly to give that smooth feel to it, but after carefully adjusting the topology and adding more edge loops, I managed to get it to subdivide the way I wanted.
This was the result of the high poly armor brought into Mudbox.
I also started working on the head, though it still needs much improvement. Though I think adding hair will improve it a lot, the overall proportions, not only in the head, but the limbs seem to be slightly wrong too.
At the rate I am working at, I am doubtful that I will be able to get the third character in. I think I will work on finishing 2 textured characters to demonstrate how colour works to unify them both.
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