Tuesday, 1 December 2015

Continuing the Modelling process


I got the general shape the last time I was 3D modelling, I now am making some of the more built up geometry there is not a lot of this being as that she is humanoid but with only one key difference being that there is a pulled out section of head that doubles as hair, inspired by characters like buu from Dragonball Z, Liara from Mass effect and bib fortuna from Star Wars.





I got the general shape by pulling on the back of the head using soft select this created a base for my extra geometry I then expanded on this by edge looping to create extra edges and using these to give the shape of the tail section of the head. With this completed the modelling process for the body and head was finished and I could then begin making the extra features of the character like clothing and accessories.



I began this by creating a pair of cowboy boots to create these I duplicated the bodies’ legs so that I had a starting point and started to cut into the geometry on the leg to get eh general shape I then deleted out the extra faces, I then using the soft selection tool manipulated the shape to make it look like a boot more than a foot.



Once I got the general shape I then went on to add extras onto the boots, I started to create a set of spurs to go onto the boots, I created this by adding in a Taurus shape and manipulating this so that it sat around the boot, and once that the strap was in place I then used the extrude too to pull out the spur section, once this was done I went about creating a cog shape which would be put in the middle to create the spur section of the boots.




Next I then began creating the scarf for my character this was an easy process because it was a simple cylinder turned 90 degrees on its side and then scaled it on its depth to make it thin like a scarf but while not using a plane otherwise one side of the UV’s would not be visible. Once this general shape was created I then had to add subdivisions because I would be using the Bend deformer to create the shape and without divisions it wouldn't bend because it has no edges to bend from. So I then added the subdivisions and then used the Bend deformer to manipulate the geometry. This gave me the wrapped up look that I wanted from my scarf this was now ready for UVing. The UVing process I was leaving until I had created all my geometry first.




The next on my list was the creation of the Corset I wanted on my model I wasn't too sure where to begin with making this piece, so I duplicated the body out and cut out the general shape I wanted into the mesh using the multi cut tool which allowed me to make edges very easily and keep them organic in shape, once I got the general outline for the corset on the shape of the body I cut out the faces that weren't being used then slightly scaled the rest of the object up so it sat over the body so it looked like clothes. This turned out better than I thought it would especially since I wasn’t sure about how I could go about the creation, this was now also ready for UVing like the rest.


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