I then created the waist of the model (which will be on show as ruth is wearing a crop top) out of a cylinder, this part was box modeled, a similar application took place for the shorts legs and arms all made out of extrusing planes from cylinders in accordance with the turnaround, i did however slice the model in half and symetry it to keep the topology clean and supprisingly it reduced the tri count by about 200 so i must of been sloppy at some point. each diffrent coloured part is a diffrent object that will be attached before it is unwraped.
some renders of the head after some tewaks were made, it was cut in half and mirrored again to keep it neat and tidy, the main problems were with the necks topology being too messy so i stitched the polys where the neck meeds the jaw to fix it. the bottom render is one with smoothing groups on the model, i like to work without them usually as it allows me to see the models topology more clearly.
i enjoyed learning how to model hands, these renders dont do them justice i may re render them, but my tutor really puched me to get them right and it was deffinately worth it, i got such a buzz when i got the all clear on them and known id done them alright. i am going to add more loops to them so they animate properly.
at this point i bega modelling her bandanna whihc was a nightmare, and her hair which was a challenge as normals are one sided so it took a few trys to get it totally spot on.
after i finished the hair i added her eyes, they are half spheres to save on poly count.
full body render.
ALSO: mid modelling THIS HAPPEND!? ( i have a duel monitor setup and when i rendered it out it was fine, so i screenshot it, so please enjoy my how to train your dragon obsession)
i found out that it was because i had stacked edit polys, noob mistake, but being fair here, i hadnt been modelling that long before doing this jumping in at the deep ends always been a thing of mine.
BUT YEAH, THAT SERIOUSLY CONFUSED ME FOR ABOUT AN HOUR!
No comments:
Post a Comment