In this week’s workshop, we learned the fundamentals of blocking out a character, with the take home message that we shouldn’t think of the body as a single shape, but as a series of forms that can be sculpted to achieve the desired effect, and instead of working on an impromptu basis, that this type of work is best done with a concept already in mind to use as a reference.
Carrying over the concept from last week’s workshop, here’s the silhouette I created for the blocking out stage of my demon design, using the techniques taught, which employ the use of both primitive geometry, and simple low-poly meshes.
Next, came the sculpting stage, where practical advice is again to work gradually to eventually achieve the desired shape and form, as opposed to initially making huge changes. Throughout the process I was careful to examine the sculpt from every angle to ensure the meshes remained the correct size and shape, and as I was using symmetry, to add some asymmetrical details near the end to make my model feel more realistic and believable.
Below is my completed, sculpted demon character; admittedly still not perhaps as detailed, or skilful as the work of others in the class, but most definitely an improvement on last week, and having now gained a better grasp of the basic Blender sculpting processes, bushes and tools, I can honestly say that I’m enjoying this side of 3D modelling more and more.