Sunday 6 October 2019

Helmeted Character - Sculpt Finish

I spent extra time on everything trying to make it look nice and polished. I have tried adding some rough edges and sharp angles on every part of the character to support the idea of her being mechanical and I really wanted to let the brush strokes show even on the final model.



Got some feedback about her back being too exposed and vulnerable so I added a spine armor, which is attached on top on her outfit and the inserts into her back. I decided to add this piece of armor on her back because the spine is the most vulnerable area, but I still wanted to keep her fairly light armored.

Made some small changes on her arms and split the muscle fibers in panels so it would match the torso better.  I tried pushing the robotic look on her but without adding complex mechanical components, just to still keep sort of an organic look overall (my idea for how the body would work was based on the main character from Ghost in the Shell 2017 film).


I've used the Noise generator to add some details to her organic body parts (which would be skin) and then used multiple layers to add pores and skin details to her face. All of the details on her body (panels, cuts, bolts) were made with layers because it took some tries to decide which ones to use.



This concludes the 5th day of working on the character, I would have liked to spent some more time refining the sculpt and add some wear to her outfit and more surface details but I decided that it would be good to move on to the next step in order to finish the project in time. I'll try to compensate with my materials all the details I couldn't put in the sculpt.
I have merged some of my subtools for the export and decimated them, next step is retopology and researching how to do hair cards. 

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