Tuesday, 31 January 2012

The block



Last year I never quite got the hang of projection mapping in 3DSMax, instead preferring other methods of normal map generating. With this block, I took the opportunity to rectify this a little. I built the low poly version first, unwrapped it, cloned it and split it into component parts, then cloned the parts and built them into high poly versions, adding structural detail and them putting them through Zbrush to add extra details. The method works pretty well, although it does carry the risk of me crashing my computer when reimporting the high-poly versions into Max ready for mapping. Looking at other reccomended workflows it seems I may have been working backwards slightly by building the low poly first - but then again, it made my unwrapping job very easy and it meant the low-poly model was optimised from the get-go. Swings and roundabouts I suppose, but I'd love to know what other modellers prefer as a workflow. Sculpt -> high poly -> low poly, high-poly -> sculpt -> low poly, or the way I made this?

Thursday, 19 January 2012

Brothers: Initial Models

I've been working on the base meshes for the brothers, and I'm finally getting to the point where I'll be ready to unwrap it and take the parts into zbrush! There are a few things to sort, most notably areas around the collars and cuffs. I also need to recheck the smoothing groups.

The elder brother, Casper, actually has two heads - the first was modelled roughly and then taken into zbrush with the intention of building a beautiful model from the rough shape - BIG mistake! Firstly, I needed to take more time to make the head a good base to work from. Secondly, my edge loops were terrible, particularly around the mouth; instead of curving the loops for the mouth round in a tight circle and routing the edges radiating out from it around the chin and eyes, I've been looping it round the back; very inelegant. I redid the head and I feel it's much better for it. Hopefully it will also be a better candidate for sculpting in zbrush, too!