The hand always is a complicated part.... one must stop and make some CUT and prepare to be able to extrude the tubes that soon will be the fingers and re position vertex so that it fence taking form, the hand.
If the foot begins to have form but rememory now that forgets the ear and with the same technique beginning to me to dale forms cutting and stretching outwards.
When we are in agreement with the result of mesh, we happened to the phase of detail for animation. It is a very important phase here because we began to think to future, in rigging... that type of rigging we are going to use and where they are going to pivot the parts of the body and rigging works generally for the same specific scene but often we are going to generate rigging for takings you specify that the director decides or animator, like me =).
It is important that they notice as I add myself to certain cuts to generate later in those better areas you bend or deformations for the animation.
With half of welded character it is a good moment to begin to add the parts that form the character, Like the clothes, or its objects that make the character, in this case - hair, necklace, hawaianas leaves and eyes.
When I began to model patinio or sideshow bob, really wise that the part of the hair was going to model with zbrush. Because it is very powerful and easy to model to certain things and second because it wanted that finishing had another one, another aesthetic one of modeling, or part of the decision of the design.
Once solved the hair, I followed with modeled foliage this in max and is here where we return to decide an aspect to represent in design terms 3D... models it of that way because wanted to show and to respect the essence of drawing, and at the same time to give that knife average aspect him of knives that always accompanies it to bob.
To divide of box yeah again, always is a good beginning, simply I gave form him and uses Array and groups later to be able to animate them by separated.....
When I constructed the foliage, and I saw. As it were directly in contact with the skin. It really was not like, then I decided to add a hoop or something to him that visually made overtone, in design terms, (to solve construction and design obstacles is one of the things that but I like to do, in the 3d world =))
Simply I constructed a hoop that soon, encloses a noise modifier to him, so that is not perfect in its form.
Once solved this phase... it lacked the necklace... this also modeling with zbrush, because, tapeworm the necessity to give certain randominzation stones. I import to max and soon Array uses again to give the distribution.
The phase of conceptualization and modeling arrives at a good point to recheck and to reflect on as it is going to be rigging, that types of movements we are going to need for this character. We do not forget that, and I repeat many scenes must prepare itself, with rigging special or absolutely dedicated for that taking that the director or creator or animator need...
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