Skip to main content

Weekly Update #12: Sculpting Them Curves.

I began this week by working on something I'd been looking forward to for a while, Zbrush sculpting! As much as I'd wanted to get the low poly of our character 'Keeva' to be correct, I was looking forward to really adding in the detail and style I knew I couldn't do in program like Maya.
I started off by simply working in the general shapes into the body, trying to define objects, and larger details like the cuffs etc. Sculpting into the basic red clay didn't feel right however. After looking up some tutorials on stylised character sculpting I decided to try a different material and also try experimenting with the style of certain elements.
With the planes for the eyes and eyebrows missing, I began to wonder if perhaps the character needed to have sculpted in details on the face as I began working on the mouth. Whilst I do think it would have worked quite well, I don't feel it suited the style of the actual animation, and therefore I quickly dropped it. One problem I did have however was the detail required is certain areas such as the mouth. With this character being highly stylised I began to run the risk of over detailing the body using real references. Details that would sharply contrast against our soft illustrative style. In fact, after doing much of the base sculpting I simply began to work into it and flatten areas out to achieve the kind of look I desired. I first began noticing how to go about sculpting the style we wanted when I started cutting down on the detail on Keeva's trousers.
These hard the kind of hard edges style I wanted, as well as the very traditional material feel. Once I completed this I began really focusing on getting the model completed as I now had a direction to aim in. Pretty soon I had sculpted in most of the details.
Currently I'm only experiencing one problem, our characters main clump of hair. During the concept art stage you can see that it is largely messy and undefined.
This was clearly an oversight on my part. I had not anticipated how hair like this would not suit the style of the final model. My attempts so far have resulted in this:
I'm really not sure if this is how I want the hair to look, but unless I diverge from the turnaround sheet it seems like that's what we'll be using. I may attempt to go back to a simpler style from some of the earlier designs. But at least I now know the kind of foresight I should be applying when it comes to character turnarounds and designs.

Comments

Popular posts from this blog

Monster Hunter Design - Oryctomus (Creature)

So recently I had spent some time asking for portfolio reviews. One criticism I had was that not much of my designs seemed clean enough for modellers to use. I was guided towards the Monster Hunter artbooks (ones I already owned a loved), and was told they had very good examples of clean work, and excellent design.

With this I decided to kill several birds with one stone. Getting clean work, turnarounds, and also one character and creature design out of it. For this post however I'll be focusing mostly on the creature, as before you can build the armour for Monster Hunter, you must have a monster to carve its hide from. (If you want to skip this and go to the armour however, just click the following link: Oryctomus Armour)

I began by sketching down some general shapes for the monster. My original idea was to have a more mammalian design, as much of the creature in Monster Hunter are typically Reptilian. Perhaps something along the lines of an Aardvark or Anteater.


Once I had a …

Armour Studies & Material Spheres

I decided to spend some of my spare time the last few weeks doing some armour studies. This had initially started as just a bit of practice on the side, but after some really positive feedback and some requests for a tutorial I ended up making an entire collection of texture spheres and cleaned up a lot of the studies so people could better understand how to paint these types of things too.


Firstly we have the finished studies themselves. I had tried gathering a few different types of armour specifically to understand both their design, and their material properties, so we have things from clean plate mail to tanned leather and rusted metal.








These took some time on their own, but I then decided to create material spheres for as select few textures.

For those of you who haven't come across material spheres before, they are used as a way of studying and showing how light works on various types of textures, it gives you all the variables of having a strong focal light, secondary ligh…

Monster Hunter Design - Oryctomus (Armour)

Following on from the previous post about my recent Monster Hunter design (which can be found here: Oryctomus Design), I'll be focusing this post on the armour made from this creatures hide.



The armours in Monster Hunter take on the characteristics of the monster they're created from. Some are more obvious than others in their designs, but each either feature some design element from the monster itself, or a representation of how that monster attacks. The armours also come in two variations, Blademaster and Gunner.

Blademaster is heavier armour, used for high defense, and almost always looks sturdier than the Gunner variation.

The Gunner variation uses more stylistic aspects and often has weaker armour, used mostly for long range characters who'd rather not get up close and personal with a monster.

I began sketching designs for both gunner and blademaster variations, both male and female.





As you can see, the focal point I had used for these designs was the Oryctomus' s…