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Ultrapuff
Jack of most 3D trades, master of none.
If I don't feed the maker goblin in my head I'm going to be in the news.

Sam @Ultrapuff

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Joined on 5/27/12

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Whole Bunch of OC modelling This Week!

Posted by Ultrapuff - 4 hours ago


I made a lot of progress on my OC modelling! I didn't do any persona modelling simply because I was enjoying this so much! I even worked on it a little bit throughout the weekend I was having so much fun with it!


One of the main things that I worked on was the OC's face!


iu_1397590_4161051.png

I'm super duper happy with how this is turning out! This screenshot is a little out of date, since I've gotten the eyes in the head, eyebrow and a couple other parts in the head since I got this screenshot. The various eye holes were quite a challenge to make it look good while still keeping it look nice. The way that I went around doing it was duplicating a section of the head plus the blockout eyes and making it a live surface in Maya. I then did the outline of the eyes, making sure that they had 8 edges to keep things manageable. Once I got the main shapes going, I then went around every eye and connected them together with some polys. I didn't really try to keep the topology clean in the connecting areas because it's only the eyelids that I plan to make move. While it was, overall, a tedious process, it was still something that was relaxing in a way. I didn't model the entire head on my own. Using a base mesh that I found on Gumroad, I was able to alter the proportions partially based on a post from Nsio on Deviantart to get something that I wanted. I'm honestly quite stunned that I was able to change the proportions of the base mesh so much that it's hard to tell at a glance that it originated from the base.

iu_1397591_4161051.png

iu_1397592_4161051.webp

I also got the body to a good enough state that I would consider it to be ready to be used on the model. Sadly, the head and the neck have very different polycounts, so it's going to be a bit annoying to connect up. One of the serious problem areas that I had trouble with was the palm of the hands. I had a lot of trouble trying to connect them in a way that looked clean, so I just did the best that I can and connected it up. It isn't the best, but I'm sure that if I were to rig the model, it would have mostly ok deformation.

iu_1397593_4161051.png

iu_1397594_4161051.webp

iu_1397595_4161051.png

Besides the parts that I forgot to take screenshots, that parts that I need to get around to doing is the clothes, texturing, and rigging. I'm going to keep using the Arise rigging system because it's just a great resource for someone like me that really doesn't want to learn rigging myself. I'll be sure to post screenshots of what I didn't post here in next weeks blog post.


For the coming week, I'm planning on making a few models for Low Poly Day. I'm going to make making some really simple models for some characters from Dead Estate. I'm considering making a little diorama environment to put the models in, but I don't think I would have enough time to do that. If that's the case, I'll just rotate the models with a nice looking background. I'm planning on making models for Jeff, Jules and Cordelia. Considering Jeff and Jules are the starter characters and Cory is a character I'm quite fond of, the choice was pretty obvious. I'm going to try to use the workflow I've been using for this model with the low poly ones. I don't know how it's going to work on such a low polycount, but that's what experiments like this are for!


I think that considering the results of the body and that I'm actively using the test I used before, the workflow experiment for organic modelling is a resounding success! I've already got some ideas on how to make my other OCs using this workflow! There's a few plans that I've got in my head for them, but that's still waaaaaaaaaaaay far down the line. I reckon for the next couple of weeks I've going to be having a lot to show! Get hyped!


Thank you and good-bye for today!


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