![]() ![]() In my workflow I use the CurveTubeSnap brush to make the base wicks, which are bigger, and then I make the wicks smaller. The hair is a very important part because it changes the silhouette of the character. 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. ![]() 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).Īfter 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. This step is very important, so have patience with your character. (Always try to make the silhouette more interesting, so your characters will always have more personality.) I usually start blocking with a sphere and use the dynamesh to get to the correct shapes and proportions. In this part the main objective is to build the character with the correct proportions and volumes, always worrying about having the most correct silhouette possible, without worrying about details. You can organize it any way you feel best. During this process I like to use a program called Pure Ref it is an excellent program and helps to gather all the references together. ![]() Look for good references, with good lighting and good resolution. This step is one of the most important during the work. I will guide you through the workflow I used in my latest personal project "Magneto Fan Art." The idea here is to give an overview of my process to make a 3D sculpture from the block to the final render. I am a freelance 3D character artist currently living in Belo Horizonte, Brazil. ![]()
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December 2022
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