DEVLOG 3 - Orthographics and references

 To create my orthographic i first found a mm to inches ruler on google to scale my model to the correct height, I then sketched in the base at the correct diameter in relation to my figure. I did this so that when creating my base in maya or zbrush i would be able to build everything in the correct scale then only have to adjust the overall size in chitubox later as opposed to having to scale the base and figure separately.


I had an idea whilst creating the orthographic that i might be able to use a VDM in Zbrush to create some texture on the base of my model, i found a free texture of cracked ground on Pexels and i thought using something like this to quickly add texture would be really cool. I also didn't get to use VDMs much last year, so this is just even more practice to learn from my previous mistakes. Below is the link to the free image, as well as the image i used.

https://www.pexels.com/photo/dirty-dry-pattern-texture-2004166/


Final orthographic:

Here is my final orthographic, i have a front and back view, as well as a front, back and side reference of her head and helmet. I will use these to begin building a base in maya, which is my preferred program to work with for modelling. I personally find poly modelling much easier than trying to use Zbrush's zsphere tool, though i have seen a lot of people creating models use this method.  I did not create a side profile reference for this pose as i feel the front and back view provide me with enough information to be able to place the limbs, If i were to be making an orthographic for another party who would be modelling my concept, i would absolutely provide them with a side view to ensure the best possible result and accuracy to my design. If it comes to be that i am having a bit of trouble with placing the limbs, i will go back and draw a side view to help me.

Orthographic
Head reference



Trello progress:

Now that i have my orthographics complete, I will begin creating a base mesh on Maya that i will then pose and then import into Zbrush to begin sculpting. Last year I created my own human base mesh in Maya, I might have a look at maybe tweaking that and improving it to fit my design. There were a lot of problems with that model, and I want to see if I can have a go at making it usable for this application. I know for a fact i am going to have to rebuild most of it, especially the head and body proportions, but i will see how it goes. I have enough time to do a bit of experimentation and if it doesn't work out I will have enough time to rebuild my model entirely. I am surprisingly feeling quite excited to work on this project, I had a lot of fear around 3D last year but honestly I am excited to see how different sculpting for 3D printing is to creating assets for games.





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