Wednesday, January 22, 2020

FMP: Week 3 Wednesday

On Wednesday, I modelled the tree and the basket assets.
For the tree, I extruded a cylinder along a spline, then further extruded other faces (that I had inset and deformed into a more circular shape) along other splines for the branches. I decided to do it in 3ds max this time instead of zbrush, despite wanting to bake it, as it would make retopology easier later down the line if I already had the thin branches from the lowpoly that I could use the conform brush on.

I used the conform move tool brush in some areas of the tree to move branches into even positions that shoot out of the roof windows correctly.

basket modelled from a cylinders using soft selection move tools and the shell modifier






Tuesday, January 21, 2020

FMP: Week 3 Tuesday


On Thurday, I modelled the windows and doors for the house, as well as going over the other wooden assets to chamfer and resize them to fit with the style. I left some of the work to after they had been textured however, so that I would be able to tell where things should have damage and dents.



Monday, January 20, 2020

FMP: Week 3 Monday

On Week 3 I went back to my environment blockout and started working on the lowpoly forms of each of the assets. For Monday's work, I focused on making the treehouse:

Front view

Back view

I box modelled the houses, extruding planks and chamfering edges. I then resized areas to add a more whimsical, chunky effect that would work well in with the overall stylisation of the environment.

Friday, January 17, 2020

FMP: Week 2 Friday

On Friday I moved onto the clothes of the character,

I masked areas off, polygrouped them, zremeshed to smooth out the edges of the mask and then extruded them to form the skin tight items like the gloves, belt, socks, and leg cuffs.
For the earring and upper arm cuffs I extruded from a cylinder, then inflated them a little bit to create a round surface.
The laces were made by using a curve tool and then using move elastic to shape them more accurately into the eyelets formed from the IMM tool.
The scarf was extracted from the neck, then extracted again and deformed to fall against the chest and back more.

The jewel beads were made by creating a mesh brush from a sphere that I had added a more man-made hammered effect to using the orb flatten edge protect brush, which was then inserted along a spline.




Thursday, January 16, 2020

FMP Week 2: Thursday

On Thursday, I added fur tufts and sculpted the hair. I followed Manuel De Jorge's fur tutorial here, where I learnt about the polish function in zbrush.




I modelled the hair tufts on the head following advice from Taridium on Manuel's discord server, in which I used accucurve on the move tool to pinch the tufts as I pulled them out. I then refined them using pinch, smooth, hpolish and the polish modifier.

Wednesday, January 15, 2020

FMP: Week 2 Wednesday

On Wednesday,
I refined the muscle groups further, then added horns, claws, paws and a mouth. I masked off areas like the nose and extracted them.

I Appended pyramids for the horns, then deformed them using the elastic move and the move tools, sharpening them with pinch and hpolish. For the ponytails on either side of the head, I appended a sphere and gradiented a mask so that I could pull it out, then masked off the center and shrank the middle. I then appended another sphere, squishing it and duplicating it to make the three beads. Finally, I duplicated it and mirrored it to the other side, turning on symmetry for further edits.

I did the same for the claws in which I extended and flattened a sphere, then used the move tool to create a curved surface and finally placing them on the fingertips and mirroring them.




Tuesday, January 14, 2020

FMP: Week 2 Tuesday

On Tuesday I started blocking out the form more on the head and body:



I blocked out the main muscle forms, while omitting others based on the stylisation of the chibi (as too much muscle definition/detail would look unsettling). I used dam standard, pinch, smooth and the move tool to create creases and sharp edges, and used clay tubes to build up the form in other areas.