Year 2: character planning

tried out retopoligizing sculpted mesh, though it turned out all right the ears are a bit messy so i should have separated the mesh from around the ear and worked on it on it’s own.

these are just some Sketches and doodles of what i’m going for and practicing anatomy and stylizing muscles.

 

 

Digital drawing plus alternate colours

 

this one is propably my favorited colour palette, also like how the head resembles a burger with the mask ribbons resembling a beef paddy and the eye part is like cheese, i would change the shade of green and maybe a circle of the burger on the chest to be in could be white so it looks like a burger on a plate.

colours of this one reminds me of scooby doo, i like the purple gloves in this one that are supposed to represent red onions and the cape lettuce.

do like the darker colours in this one, i imagine this would be good for protecting the city at night.

the colours in this one most resemble a burger in my opinion

this one gives off a very cheesy vibe

 

 

 

 

 

videos on the modelling process and adding some fancy textures

had this video because i tought i would be rendering in blender but i’ll keep in in the blog since it’s still a style i can go with on unreal

 

these video was useful for the six pack and leg muscles

most of these are for blender but hopefully i can find something similar to make in unreal.

Progress on making my Character model.

Started refining the muscular body better using my references better rather than making some parts up

 

Had problems with rigging as there was a bone heating error so i made a copy of the model and closed the gaps between each part i left separated and merged some vertices by distance and then used automatic weights to rig that then transfer the wight data to the main  model.

 

Retopologies the body, head and hands separately so the topology would look cleaner, shoes didn’t need retopologied as i made them without having to sculpt.

Image

Practicing UV unwrapping and texturing on a watering can, i was going for an organic fleshy look but the roughness didn’t turn out quite as i was looking and looks like plastic. got a better understanding of how to UV unwrap objects and where would be the best areas for marking seams on mesh.

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