Toolkit 3D - Character Sculpt Project Research and Thumbnails For the 3D side of toolkit, our project was to create a character from one of many briefs. With a specific style and inspiration I am already fond of, I chose brief number one: the Cybernetic Samurai. Looking at the brief I have chosen, it states that the character needs to be " A fusion of traditional samurai armour with futuristic robotic enhancements, glowing energy veins, and a mask that combines human features with mechanical parts." This is a lot of specific details to unpack, so I created a diagram of the different features that I could add to as I research. By treating these different sections as whiteboards, I can research them individually so that I have lots of ideas I could add into the thumbnails. As usual with 3D modelling, I started with researching specific styles to use as inspiration. Style Research To start with, I began by looking at games before individual artists. I first looked at Bomb Rus...
Toolkit 3D - In-Engine 3D Character Modelling Process This blog will include the timelapse, and timestamps referring to said timelapse with explanations. I normally take screenshots as I work, and annotate those, but I feel that I want to try a different method of documenting my process since screenshots can be disruptive. Firstly, as a refresher, my final design for my character is below. Normally, I would bring this into the 3D software so I could have the reference there, but I opted not to do this. I find references in ZBrush to be disruptive more than anything towards my workflow, and I prefer working with the reference in another monitor whilst sculpting, rather than it being in the software. Here is the timelapse, which I will reference when giving a timestamp and explaining my process. STEP 1: CREATING THE MESH The Body For this model, I wanted to push myself out of my comfort zone a lot more than last project. Last time, I heavily relied on Blender, only really using ZBru...
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