Anyway I unfortuately had to come home for a night seeing as my sister was inconsiderate enough to have a birthday but at least it gives me a chance to update my blog!
So I managed to get a rough outline of all 3 characters done for the presentation but I'll need another day or two to get them complete and ready for sculpting. Mainly just need to add the asymmetry and the heads. Oh and update the topology - this was touched upon during the presentation and I probably came off as a bit of a dick so I'll explain here. These meshes are not built for deformation/animation, they are not low resh game character models, they are built for sculpting where the only concern is quads and clean geometry - the other key was to use as little verts as possible to nail the main silhouettes/character in 4 days. This doesn't mean reworking anything, I can add geometry around the knees for example with a click of a button. Besides I'll retopo any dodgy bits after the sculpt seeing as I'll have to optimise the mesh anyway - I usually leave more geometry than needed in for the bake and then remove.
Still I appreciate the crit, it's good to be kept on my toes, makes me work harder somehow. For instance, I'll go out of my way to make the final topology even better now, just to make a point. I can't say for sure but maybe I would have been lazy with it otherwise, I'll be damned if I do that now though!
So down to business, Clint wasn't quite finished during the presentation, I'd been working on him that morning and had to run in at 10am without it being where I wanted.
I'd also like to talk briefly about how I've been getting the likeness of these characters - I had to cobble together some rather crude concepts from photos (would have made more complete ones with more time) but that's all I really needed. The main problem is obviously the focal distortion which creates disparity between the orthographic view and any reference planes. To that end I have come up with the method below which seems to work quite well!
Before I made any characters I created a hand base mesh - I've made some bad hands in the past so this was important!
Additionally a note about saving just becasuse it is important and a shot of Angel Eyes in marmoset, I'm really happy that it looks pretty OK already (in my opinion) and it's only a basemesh!
Oh and Tuco! Really love how subtle his sihouette is - It tapers ever so slightly as generally he is very square but it think it compliments the other two characters nicely. Also the curve in his legs is awesome!








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