Week 9 + 10 // Topology, adding details to model

This week in class, we started hard sculpting our character! Our first task was to create a head; I decided to go with the head I needed to make for my character. It was really fun to do – I kept looking at my drawing for reference. After sculpting his face, I added a moustache by duplicating faces and separating them! I also made a fedora to put on him 🙂 This is what the final head looked like:

 

After this I worked on his body; I found this a little difficult to do as I wanted to try get his proportions as accurate as possible. I struggled with making his feet and legs but I am overall happy with how it turned out.

 

 

After this, I went into detail with his clothes. I again duplicated faces and used the solidify and subdivision surface modifiers to help make them. This is what the final model looks like after finishing his sculpting:

 

 

I think he looks a little bit different than my drawing as there were some parts which just wouldn’t work out but I really like how he turned out!

 

This week, I spent time unwrapping the uvs for my model and making the prop!

 

My prop for my character was a magnifying glass as I imagine him as a detective.  I used a reference for the model; I made the model and brought it into substance; everything was going fine until I had to add the glass part of it. I rewatched videos that I used for my helmet model along with a few extra videos and I remembered how to texture it! I had to make it on blender using 2 different materials in the textures.

 

 

 

 

This is what my final prop looks like in blender:

 

I was worried I wasn’t going to do it right, but I think it turned out pretty good! After I done this, I started sculpting using multires. This took me a few different tries as when I was baking the maps and un-applying the multires modifier, it wasn’t turning out the way I wanted it to but it worked on the third try. I mainly used it for details for the clothes.

 

After this, I brought all this into substance. After bringing it into substance, the moustache and eyebrows didn’t show/ looked see-through – I got this fixed in class!

 

When I went to texture it, I had baked it after applying everything and then realised that I had messed up the uv maps so parts of his face were overlaying and made the textures look strange.

 

 

I got this fixed (it was a tiny little line I forgot to connect), redone the multires and this is what the final character looks like in blender:

 

 

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