Thursday, 30 January 2014

hair, shoulder knees and shoes

I dont want to go into extreme detail on every ounce of this model, after all, its alot and would be a waste of time to explain every little thing, so as they say, a picture tells a thousand, words, ill let the photos speak for themselves mostly. 
Once i had the head done i moved downwards and created the neck, chest, and skirt.



The skirt i made from a line, lathed, this took a few trys but eventually it worked, however i found out later when it came to texturing, the polygons were facing the wrong way, yes technically the skirt was inside out.

 Once i got the torso etc done, it was time for the legs, i created one from a cylinder and extruded it again and again leading to what you see in the final render, and mirrored it to create the other. the legs did turn out quite chunky compared tot eh digital rendering however i tried creating them smaller and thinner but she looked dis proportioned, so i stuck to the chunky legs.

The feet i tried to create it withhout creating a separate object, which wouldnt have lead to to the obvious joint at the ankle, however when i extruded the polygons ,the just didnt sit right and then it had a very high polygon count, creating a sharp jagged final render. so i started again and created the web like feet shown above. 
they are web like because the shoes are more of a dominant assets compared to the feet, and all detail i wouldve created on the feet (like toes etc) wouldve been lost in the shoes. 



The shoes themselves i stuck really close to the reference photos as best i could, especially on the sole, so they would look natural, but keep in mind no shoe will look realistic with chunky legs like the figurine. 
So unfortunately the shoes look a bit like the tweenies, however, they suited this figurine. 
I spent a good deal of time trying to get the heels to look like the peace bridge spikes, which turns out isnt easy. i mustve restarted the heels a dozen times. reminding me everything i thought would be easy, is actually some of the hardest steps. 

...The full model so far....

The arms proved quite difficult at the start until i learn how to weld vertexes together, then the elbow wasnt as difficult as previous attempts.




 Though i i like the final result, looking back on it i wish id worked from the back to the front, as i didnt have a clear view of the bend in the arm for most of the modelling.
The hands were created seperatly due to the fact i was mirroring the arms, but the hands and fingers are in different positions, plus it was easier creating them from scratch rather than ranch out the existing arm polygons.




 The next major step was the hair.... which up until this point i hadnt thought of how to make. which was a massive mistake. when designing and developing something for 3d max, or any software really, you think what tools and techniques could create it, not to limit your designs, but to understand and plan the finished result.
The hair was one of the few things i didnt put much thought into how it would be made. i attempted to make it with polygons (planes, extruded) but it looked like a wavy sheet and looked seriously unnatural.
So i tried making it chunk by chunk with cones mainly, however they looked very rigid, until i found a tool called bend. it didnt suit every strand but used on every other strand or less created a nice windy head full of hair appearance..... the hair was another time consumer i didnt allow for. this project if it has taught me anything o far, is project management.... next time i will allow for an unrealistic amount of time for modelling, just incase. Theres nothing worse than having such high hopes for a project and then it not working out simply down to lack of time or time management.
Because the hair is in layers, it was not only difficult to create and position the chunks of hair it was also a long grueling task, unlike say hair that wouldve been all one length, this is something i didnt take into account when designing the hair, thus not realizing how much time it would take to create.


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