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Showing posts from April, 2019

Clothes modelling

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For the clothes, I started with the boots as it is the most difficult part of clothing for me, even when it comes to drawing. After my first not successful attempt to create the shape from the original mesh of the feet (too many polygons) decided to basically "re-topo" around the foot to maintain the shape but to achieve the bulkiness of the boot. As a reference I used my own boots I've got at home even though they are not as chunky and tall as these, they helped me to see how boots are made, sewn together and shaped, especially because my boots and the character's boots are both made out of leather. Using references from real life is very useful for both, drawing and 3D, and this time it was just proven again, that it is wise to use the reference. The neon stripes on the boot were also very tricky, as long but thin meshes are difficult to create, especially on something as shapely as boots. I had a lot of issues with polygons on the middle stripe with sharp edges, a...

Body mesh modelling and sculpting

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After consultation with my tutor, I decided to work with a female body base mesh that I found in the free Autodesk library ( link here ). I have already practised making human head from scratch in the first semester and working with a base mesh can not only speed up my working process so I can focus on software I need to learn but also is an industry used practice of using base mesh and editing it rather than creating every human body from scratch over and over again. One of the most important things when it comes to working in a game studio is the efficiency of the work as it is required to get the work done as soon as possible and meet the deadlines. I took the base mesh to ZBrush and using mainly Move brush and Standard brush I adjusted the model's face so she doesn't look plain and generic. I gave her a wider face with stronger cheekbones and jawline, more dominant nose and tweaked the shape of eyes and lips as well. She is a fighter and she should look strong, so I ad...