Friday, July 29, 2016

Character Design and Creation

In this class, we were tasked with blocking out multiple characters then choosing two of them to finalize throughout the month. In this project, I found that using ZSpheres worked best for blocking out characters and establishing their silhouette. Dynamesh did not work for me in the block out phase because it was a lot more difficult to establish solid and smooth forms.

Asset 1 Reference and Block Out
Asset 2 Reference and Block Out

Once the basic silhouette was established, we had to separate objects, create clothing and push secondary forms. This was a lot harder for me than it should have been because I already had major clothing edges in my block out which caused me to get odd-shaped extractions. What I will do differently next time I model a character is make sure that my block outs don't have excess detail so I won't have to backtrack and smooth the shape when trying to extract clothing.

 Asset 1 - Secondary Forms
Asset 2 - Secondary Forms

Finally, the last two weeks of class were spent working on secondary details, props, and hair. The only major issue I encountered was towards the end when importing Asset 1 into Maya. After decimating the pieces and importing, some pieces of the hair had black spots due to back-faces overlapping with front-faces. I attempted to fix this by building up and moving the back-faces, but unfortunately this would ruin the entire object since there was not much thickness to it. Fortunately, I avoided this problem with the Asset 2 hair by extracting thicker pieces.
 Asset 1 - Final
Asset 2 - Final

Besides the black spots in the Asset 1 hair (which is only a problem in Maya, not Zbrush), I am surprised and extremely proud of what I was able to accomplish in this class. I see small issues like rugged edges and facial features that could have been shaped better, and the hair detail is also a bit blocky. Overall though, I think this was a successful project and I hope to avoid these issues in my future projects.