Week 3 Progress

 Week 3 Progress on Character 1:


    After having the base mesh in Maya, it is time to take it into Zbrush. I wished I had gotten feedback on my base mesh before the transition from Maya to Zbrush, but I am under a time constraint with the schedule I made the first week. there was an issue with how to start this process into Zbrush. 

    When I brought the initial base model to Zbrush, as shown above, it still kept the hard edges, but it would not be a problem if I subdivide it. I WAS WRONG. When subdividing, even once, it would shrink the meshes exposing the parts of the model and looks separated. Understanding that the base mesh was too low in the poly count I needed to subdivide it a bit before sending it to Zbrush. After dealing with that issue, it was off to sculpting in Zbrush. 



    In Zbrush, I needed to format the model so it can work with symmetry for certain pieces. Since the model is not intended to be a whole single mesh parts of the model need to be joined together for symmetry to work. The head/hair and the body will be merged into one mesh (BODY) and the others will be joined together by a type of mesh, which consists of the upper arm, lower arm, lower leg, feet, and hands for symmetry to work. Once it is formatted, I started to sculpt the main BODY piece.

Took a while since I did have to do some changes to the overall structure of the model. I did make the character taller and started the formation of the face and body. most of the other parts are good in structure and form, but I will add small details to them later. Hopefully, I can get some feedback on what I can add or change to this model.






Comments