Friday, 28 January 2011
Post 15 - Stage Six: Ears and Armour
At this stage in the project, I feel that both the form of the body and face are complete. This was done using tools such as:
Standard, flatten, smooth, move, pinch, clay tubes, clay build, mallet, polish and inflate. I am very pleased with the outcome, particularly the face. As we experience human faces every day throughout our entire lives, we inevitably become very critical of things when they 'don't quite seem right'. If there was anything massively wrong with my figure, or it's face it would be easily recognisable. But I have now got it to a state where by it is quite realistic. This was done by subdividing the mesh (increasing the amount of polygons, which make up the mesh). This reduces poly stretch and helps create more detail. I have also decided that from now on, I shall be using a different material to sculpt and edit with. Instead of 'Wax Rd', I shall now be using 'Mat Cap Grey'. This is because it gives a more desirable surface to work with, plus it is better at showing imperfections and detail.
So now that I am happy with the figure, I have started to create the armour. I am currently experimenting with creating a kind of vest (which can sort of be seen in the pictures above. This is potentially a simple process in ZBrush and is as follows. firstly, you mask off an area of the base mesh (human figure) that you wish to create armour, or clothing for (such as the chest). Then, by selecting the 'extract' button in the sub tools drop down menu, this copies the selected part of the mesh and saves this as a different tool. There are various settings for thickness, and smoothing (depending on what type of material the extracted mesh is suppose to represent).
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