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3D Modelling, Animation and Sculpting

12-Feb Let’s try more subtools!

In the previous posts, I mentioned about utilizing more subtools and adding cloth to my model. So, this time round, I’m going to try and design a character that fulfills all those above.


The subject of the day is:
Design And Model A Male Character!

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STAGE ONE | The Base Mesh
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Again starting from the SuperAverageMan, cropped the head, and started detailing. After getting the rough facial feature that I wanted with Move and Inflat tool at Subdivision 1, I subdivided into a much higher subdivision and start giving rough details to the face with the Clay Tube brush without any Alpha selected. After that I smoothed them out before refining them again with other brushes (Dam Standard, Inflat etc).

Sculpting the head from base mesh

Appended eyes to the head, subdividing it once more for finer details.

Detailing the head

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STAGE TWO| The Body Mesh

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Again using Alex’s human base mesh, I appended it to the head and start Moving things around. This rough body mesh will be used as the foundation and guide for other subtools. Rigged a ZSphere and retopologized it to create the shawl.

Continuing the body

Midway through this, I found another awesome post by Mike Jensen on hard surface sculpting that he did for his Halo Elite armor. I’m really amazed by how he did his Elite armor so I tried to practise it on some part of the model.

I tried it on the waist. In my first few attempts, I tried using some of the planar tools. Didn’t really like the way it came out. Tried to sculpt it with dam brush using LazyMouse. Not really that satisfactory. In the end I used the Layer brush with Z Sub to draw the lines. Not really that spectacular but it works, for now at least.

Added a few more objects to it.

Trying to sculpt hard surface

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Posted in 3D by Kit on February 12th, 2010 at 2:44 pm.

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