• Final Year Project -IP MAN 2 character sculpt #Update 6

    With deadlines closing in, the characters still have not sculpted properly yet and a few bits of more modeling were still needed to be done. The initial plan was to texture by this stage now, a decision was made to polish the character as much as possible as i felt that i rather submit a quality product than a mediocre one. Also as the project aim was to sculpt two character likenss, the compromise was a wise choice in order to achieve the objective.

    After spending some time focusing on Twister, the focus was back on Ip Man. I started to work his shoes, even though his shoes were simple to make. I still split it into pieces just like Twister's shoes for better control on sculpting. The work process were just as the same as Twister's glove of remodeling. I then started to sculpt the creases and folds of the shoes. I also started to polish the details of the shirt a bit more, adding buttons and the breast pocket. Clothing creases were added on the collar and the bottom of the shirt, to mimic the compression creases caused by the stitches on the shirt.



    I started to add surface details to Ip Man's face. Since surface details will be loss if adjustments where still needed, i used layers as a mean to store those details. The layers can be turned on or off, and stack-able. I used an assorted of alpha maps that mimic skin pores and wrinkles, to project those details onto the face. A new layer was made every time a new detail or adjustments were done.


    I also started to experiment with different methods of creating hair: Fibermesh from zbrush, Hair and fur from 3ds max. Testing was carried to see which method produced the results.After experimenting on using fibermesh, i found it hard to groom the hair to look like the actor's hair in the movie, as the brushes were not behaving the way i want them to, a lot of brushes in zbrush are more tailored in groom long hair. I also tried 3ds max's hair and fur modifier to see the results better. With 3ds max i found it even harder to groom than zbrush, the brushed used in 3ds max was a cylindrical 3d brush and the hair were behaved by splines. The hair gets affected by splines when it contacts it. The reason why i thought the hair was hard to groom because often, i would find the splines were moved inside the mesh.. This was more prominent when i grooming the hair on the side of the head, it occurred because the area of the brush had affected the other side.
    So ultimately sculpting was decide to produce the hair as it was straight forward and doesn't require extra testing. Dynamesh was used to sculpt the initial shape of the hair, claybuildup was used to build up the form and damstandard for carving in.
    A little progress was also made on Twister. I started to work on the gloves a little bit more, by adding folds and creases. I started a thread on www.polycount.com for extra feedback, even though its probably a bit late into this stage but it was done nonetheless. I got some feedback on Twister that he looked short and stacky. Since i can't do any heavy modification as the deadline is closing fast, i adjusted the torso muscles to slim him down a little, the arm were toned down too as i felt that the arms were quite big for the height. 
    Extra sculpting on the abdominal muscles, the softening of the muscles were too much so sculpting was done to portray the muscles a little better.  





    1 comments → Final Year Project -IP MAN 2 character sculpt #Update 6

    1. Baccarat | Free Play for $10 | Get $50 Free + 80 Spins
      Learn to play free Baccarat online with real dealers at FFXO Casinos. Learn how งานออนไลน์ to play 카지노 the game and learn how 바카라사이트 to win big with our Baccarat Casino Bonuses.‎Free Play · ‎Overall Review · ‎Games & Odds · ‎Overall Review

    Post a Comment

Powered by Blogger.