Carrying on from the last entry, the next step was to attach the head to the base mesh, and the continued work done to the same mesh.
Going back to the base mesh, further tinkering with topology and use of turbosmooth was done. I assembled the whole body together, and took a few renders to get an idea of the overall progress made.
The exaggerated proportions were working out nicely, particular in the chest, leg and back areas. The contrast from thin to large helped to add to this effect, and was something I aimed to continue to work with as the work went on. There were a few problem areas, such as attaching the feet to the legs, as their was a difference in the number of polygons at the attachment point. Luckily, they could be attached on when the model was turbosmoothed, though it was something I knew that I would have to come back to at a later point.
After this, I attached the head to the body and began to work on the female base mesh. This again required me to follow tutorials in order to understand how to create correct topology for her breasts. Aside from this, the rest of the model just required small edits here and there, mainly in the face, to change the base mesh to a female gender.
I then did full renders of both the mum and dad base meshes to see how they looked.
I was happy for the most part, although there were a few areas I wasn't happy with, which were predominantly the meshes hands. They looked too flimsy and wiry, so again I knew that I would have to look up reference to model them correctly.
I went onto Google and found image of both the palm and back of a hand, and placed it on a plane within the WIP Max scene. I then duplicated and detached the hand from the mesh, and placed it roughly over the image to match. I then used the alt+x combo to make the hand transparent, and according to the image, adjusted the hand to match it as best as possible, The setup and progression shots are shown below.
Doing this allowed me to add in details such as finger nails and a proper thumb, which helped to improve the design of the hand greatly. Once satisfied, I reattached the hand back onto the base meshes.
The next stage was to add in some of the smaller details, such as the eyeballs, which were simple spheres placed inside the eyes, and the hair, which was created by duplicating the top of the meshes head as a template, and then extruding and editing the hair to match the concept.
It was also at this point that the parents were correctly scaled up according to the other character models. Below shows a line up with the dad, mum, one of the children, the Puppet Master, and his robot puppet. The meshes were scaled up using the tape helper, which helped to work out the original height, and then multiplying it by 6 to get the correct scale for use within the unity game engine.
At this point the meshes were really starting to come together, and were close to being completed. The final modelling stages will be touched upon in the next entry.
Additional Note: Heres the link the tutorial used to help create the female base mesh.
https://www.youtube.com/watch?v=YiqQzokwEF0 Modelling Femal Charcter Pt1 3DS MAX by Red Lynx











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