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Wyświetlanie postów z maj, 2021

Detail Sculpt Pt. 1

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 After my low poly model was finished and saved as an FBX file, I could import it to ZBrush (Pixologic, 2020). At this point, my poly count was 17852. For the references, I used the PureRef (Idyllic Pixel, 2021) program, which allowed me to see my photos more clearly,  When I imported my model to ZBrush (2020) it had eleven subtools.  Firstly, I focused on sculpting the body subtool. As from the human anatomy I enjoy faces the most, I started with it. I divided the mesh up to 8 times. Of course, I began with lower subdivision levels, and then gradually I increased the count to sculpt smaller details. I mostly used Standard Brush, Move Brush, DamStandard, Flatten, hPolish, Inflat, Smooth and Trim Dynamic. I fixed the shape of the head, flattened the ears and then I worked on the jaw, cheekbones, nose and mouth. The last one was the hardest for me to do. I had to almost completely remove the original lips to make them look natural. After few hours I was close to giving up, ...

Base Mesh: Clothes

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 In this post, I will be explaining my process of creating clothes for my character. In the previous one, I clarified how I fixed my bad model. Now it was ready for some layers. To remind how my concept art looked I will show them below:  Previously they looked like this: And after modifications: In my new concept, there are three layers of clothing, I will call them cloth1 (the first layer), cloth2 (second layer), cloth3 (third layer). I have got shoes from my previous project, but I still need to do stripes, bones and the headdress. I started with selecting faces on the upper part of the body of my character, and then I extruded it to make it ankle-length. I created a few new edge loops to match the shape of my concept art.  That is how it looked: I was not sure how to make stripes at the end of the cloth, so I made many new edge loops: 2 loops per stripe. I was afraid of the pinching of the geometry when I will smooth it later, but I could not figure out any better way...

Benchmark Research

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 The last point of my research is Benchmark Research. Now I know the Global Trends, Demographics, my Target Audience and what cultures will be influencing my design.  I really like the graphics of games like The Forest (Endnight Games Ltd, 2014), Horizon Zero Dawn (Guerrilla Games, 2017) and Red Dead Redemption 2 (Rockstar Games, 2018). Their art style is realistic.  I would like to be influenced by the level of realism in The Forest (2014) as it seems to be achievable, What I like about Horizon Zero Dawn (2017) is clothing. It looks like it is similar to the one that I am modelling. And in Red Dead Redemption 2 (2018) I like how the textures are done. It appears to have more depth than textures from other games, they are not as clean and unrealistic.  Here are examples of each game's graphics: Fig 1. The realism of characters Fig 2. However, I do not like the look of this character's face Fig 3. Fig 4. Fig 5. Similar clothes and accessories to my concept Fig 6...