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After getting most of my references, I start to block the anatomy shape. Most of the people think: “why I have to do his body if this is not going to appear?"... Well, all the clothes depend on the anatomy underneath it. And it will help you in getting all the right proportions for your character. You don’t have to full detail it... I do block it in a T pose with symmetry first. ![]() After blocking the main shapes, I go back in to the 3ds Max and start modeling the clothes and accessories one by one, in a order exactly like a real person would dress up. This will make easier to "connect" all the pieces, like clothes folds, skin folds etc... All the clothes were modeled on the T posed model, but the cape and the wolf head I did after posing it, to get a better movement on the folds of the cape. Then I sculpt the clothes and the accessories, trying to make them look as natural as possible. I sculpt basically the main shapes on the T posed models, and then I transpose the model as I wish and refine the entire model. I usually redo most of the sculpt after posing, to get a natural result of movement and to bring "life" to the model. The pose is one of the most important aspects on a sculpt for me. I this case, I’ve used the 3ds Max Cloth modifier to do the main shape of my cape, so it could look really reacting with the wind. I choose to sculpt the Hair of the wolf head and the cape because I wanted to keep the model "Sculpt look". I didn´t wanted to do it with Hair & Fur, even knowing that I could have better results... ![]()
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