Started work on the modelling for Shinobou, the main character for my Major Project cinematic. In my Advanced Tech modelling I had to actually model the face twice because the first time I was so distracted by getting the edge loops correct that the forms in the face just looked terrible, eventually after a lot of tweaking I just had to start over until I eventually had something I was happy with. When I started on Shinobou's face I could feel it going the same way so I just scrapped it and took a different approach. It worked so well I'm posting up a mini work flow step by step so others can benefit.
1. First I block out a really really rough shape for the face, just a really rough shape with no topology and no features.
2. Using the Freeform tools in the Graphite Modelling Tools (explained later) draw on the topology its not important that there's any form but its really important to make sure all the edge loops are flowing well. We can always add loops redirect stuff after depending on the model, but its best to get it all correct.
3. I can now take that into Zbrush. I've basically got a blank canvas to work on, without having to worry about loops or edge flow, its a really creative way to work. Again keep it rough and broad just working in proportion and form.
4. Taking this back into 3ds max you can add edge loops in areas that require more geometry, in my case the fold over the eye needed a lot of attention, as in any model lots of loops around the eyes mouth and nose.
5. Once there is sufficient geometry you can go into detail a bit more, adding folds of skin and lip detail.
6.Once the form is blocked out you can take it back into 3ds max and retopologise the loops, I mostly use the extend tool, with the pick item as the face, and the alt relax tool. This way you can just alter the topology without ruining your sculpting.
And here's the finished character, I'm really pleased with how he turned out. Wanted him to feel old, but still kick ass, a bit like Liam Neeson or Bruce Willis. This is just the base mesh, I'm going to go in and sculpt extra detail so there are loads of pock marks on his cheeks, hopefully this should work as a decent displacement map.
EDIT: Finished blocking out the helmet, totally stuck for how its going to operate but thought the render just looked awesome :)
Definitely more like Bruce Willis, and definitely Kick-Ass! =) Lull.. thank you for the tutorial, was pretty helpful too.. =) Have a guud one.. =)
ReplyDelete