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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.


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