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Showing posts from February, 2019

Week 5: Sculpting Secondary Forms #2

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I finished up wrapping the character with ropes and bandages, then created a tileable chainmail nanomesh based on the hurstwic chainmail shape, the defining feature of hurstwic chainmail is that its made of wound around a wooden form to create a coil of iron wire, it is then cut along the length of the coil, finally sealed using a rivet. I created a metal plate for the chest armor in order to use nanomesh to place the plates in a conforming manner, I UV unwrapped it in order to achieve a pattern that projects the plates as if they were created from a single engraved piece of metal that was cut to shape. I bent the plates using bend deformers in Zbrush and cut them after laying the UVs in 3DS MAX. As for the leather clothing, I used Marvelous Designer to drape 3 layers of skirts that I can cut to shape after exporting from MD. In addition, I simulated the apron on top of the already simulated skirt. I used morph targets on the belt in order to create the bunching of t...

Week 4: Sculpting Secondary Forms #1

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I intend to design the character with a cleft palate/lip. As advised by my supervisor, I opened the character's mouth and set it up in a layer after baking the previous week's information onto the mesh. I used a free set of teeth from the internet as a base for my deformed gums and teeth. I separated the teeth from the gums and deformed the gums and teeth to represent a cleft palate. I adjusted some of the teeth as they were clipping into each other when the jaw was closed I added more fat to the neck and loosened the lower lip as if the lips were forced outwards by the teeth, in addition, I adjusted the chest forms. I created an IMM brush that would help me draw ropes across the model. I created 2 alphas in Zbrush that would be helpful to achieve high-frequency detail either in sculpt, or during the texturing process. The wraps on the arms and legs were created by masking areas on the body and using Group edge loops to smooth the...

Week 3: Sculpting Primary Forms

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I blocked out the clothing and tools he would have on him, then developed the primary forms of the facial structure and skull shape that would help portray a giant. I started creating irregular head shapes in layers allowing me to mix and interpolate between head shapes, I mixed a head shape after getting feedback. I wanted to give the character an underbite similar to a toothless old person where lower jaw bone would dissolve due to the lack of stimulation. I developed the anatomy and proportions of the body, in addition, I thickened the fingers and fleshed out the feet. After receiving feedback about the facial structure, I adjusted the eye position and the profile of the face to match closely to the reference I collected without breaking symmetry. I layered the facial features, the same way I did for head shapes.

Week 2: Pre-Production #2

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I have sketched a clothing design made of a mix of chainmail and metal plates hanging on top of leather scraps. I did not pick the chainmail and plate skirt in the end as it would make that area too dense with detail after the tools and belt attachments are hanged on top of it. I created a breakout of how I want Völundr's arms to appear, covered in coal and calloused from all the hammering of steel. I picked a body shape from the thumbnails I made, I illustrated the body's folds, shape, and form. I want the character to look like a wild humanoid troll while still being intelligent enough to create and scavenge clothing and armor. I kept the armor worn out, bent and falling apart, to convey old age and hardships. I iterated and defined the lines and choices of tools and weapons piercing the character's back. I blocked out the character's proportions in Zbrush. I scaled the character in 3DS Max in order to keep the scaling correct so I wou...