• Right it has been a while since I've updates. Here is my progress so far


    The progression with Ip Man at the moment is starting to improve, I wasn't too sure but I may have looked at my previous model for too long, and I couldn't spot my mistakes and the features of the face seems to look right. But after taking a little break from it, I analysed the head, matching it with some references and looking fro landmarks to see whether the distances between the features look correct. I also used a method where in zbrush you can snap a camera angle, so whenever you move the mesh around, you click the camera button it would revert back to the camera angle it was snapped at. With proved extremely useful as I inserted a side angle reference of the character, and adjusted the mesh at an angle to match the reference, this helped adjusting the mesh for more accurate landmarks, and kept on checking to see whether the shape of the head is deviating from the reference.
    Before (left) and after (right)

    Camera snapping in zbrush, check does the mesh match with reference for a accurate sculpt
    With the face starting to get into shape, I started to work on the clothes more now and all I have been focusing was just on the face. First I started to form the shape with dynamesh, what dynamesh is a lump polygons that is useful for creating initial shapes as the polygons are evenly distributed no matter what shape. After getting the initial shape, I used zRemesher, which is retopology tool in zbrush, to get some form of topology as the tool isn't very accurate, then I imported it into 3ds Max to do a revise topology. However noticing from the reference that it's an open shirt, I split the middle seam and extrude to create an extra layer that goes on top, added some extra edge around the collar area to define the shape a bit more. Next i split the collar the shirt and the front layer where the shirt buttons up into 3 different polygroups, as this helps controlling the sculpt in further stages.


    With the second character, Twister, I noticed I have not added any progression to my blog. So now I will show my progress so far. 



    With the creation of this character, I used a base mesh as a starter, and then I split the mesh into polygroups as it was easier to sculpt individual parts of the mesh instead of as a whole, and without detaching the mesh into pieces. To create the clothes I used a mask extract in zbrush, with this method I mask the mesh and from the mask I am able to create a mesh from it. This quickly helped producing a base shape for the shoes and shorts, the boxing gloves hasn't been created just yet. 
    The faces is a bit more easier to shape and sculpt as the features of the character is more defined and not as subtle as Ip Man, the most prominent features is the ridge of the brow and the shape of mouth. Although it still not completely like the actor yet, but the shape and form is on the way. 

    Base mesh broke down into polygroups
    As this character focuses quite a lot on anatomy, I gathered anatomy references  to gain a better in the muscle formation of the body and a bit of knowledge of how it deforms and works. In the mean time I also gathered references for the clothes as well.



    As I started to sculpt the torso, I found it difficult to define the shape of how the latissimus dorsi flows down into the form of the rib cage,and down the obliques into legs. It was hard to grasp as each angel of the torso looks different, at front it may seem right but when the camera is panned you can tell where it doesn't look natural. So this part of the modelling proved to be challenging, to tackle it easier, I broke down the torso and sculpted the initial form with shapes, the rib cage was a very prominent shape as it defines the torso, then I started to add layer of the muscles and the flow of them, then used a sharper brush to define the muscles a it more, and used smoothing afterwards to make the muscles look subtle and not too defined.


    As you can see the torso still doesn't look natural still, but the form is starting to shape like a torso. So with a few more adjustments with smoothing and certain bits of the form, the torso should look reasonably like a boxer's torso. 


    Aside from the torso I worked on the shoes, I broke the shoe down into pieces, as this give more control in the aspect of creating the asset. In the early stage of the creation, the shoe wasn't exactly looking the shoes of what a boxer wears. So I gathered and looked at the reference more, and moved and molded the shoes in its lower subdivision to get the initial shape. 


    Next, I imported it into 3ds Max to create the holes for the laces to feed in, as well as hook eyelets for the upper part of the shoes, as it was easier to create holes in the mesh and hard surface shapes in my opinion. Afterwards, I placed the eyelets in the right places and imported all of into zbrush, within zbrush I then used zspheres to create the laces, as it was easier to control the splines. I threaded the zspheres through the hoes, eyelets and through the eyelets, then i ended the spline with a knot. I then created a tube shaped mesh with the zpsheres, and began flattening it to create that flat thin shoelace. Even though the shoe hasn't reached the final stage, but the shape of each component is created and steadily reaching to it's final form. 

    Progression so far isn't as fast as I expected, as I kept on going backwards and forwards correcting errors without identifying what I'm doing wrong. So i think from know I need to start analyzing the work I've done after a few hours, and start seeing where where is going wrong and how to correct it. Hopefully the modelling stage would be completed this month so that I would have more time to do texturing.







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