I always work with Polygroups so it makes it easier each time to position each part of the hair using the MoveTopological brush. In my workflow I use the CurveTubeSnap brush to make the base wicks, which are bigger, and then I make the wicks smaller. For hard surface parts, I like to use creasePG, it helps me to leave the edges harder without having to add more edges to the model.Boots breakdownStep 5: HairThe hair is a very important part because it changes the silhouette of the character. I make the accessories in the same way, and I use the Zmodeler brush to give thickness and make secondary details in the pieces. To model the clothes, I make a mask and create a Polygroup with the shortcut Ctrl+W, and then I use the Zremesher to leave the mesh cleaner and good to work with. Try to find a strong and attractive silhouette (at this stage I have already blocked the hair, to help me in the dynamics of the pose).PosingStep 4: Accessories and clothingAfter being satisfied with the body of the character, I start to make the clothes and accessories. Use the Transpose Master with the help of the mask and make adjustments with the Move brush. Pay close attention to the silhouette and try to make it as strong as possible.
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