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DEVLOG 5 - Sculpting

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 After importing my model into Zbrush as a new tool, I split the sections of my model up into different polygroups so that I could isolate certain areas to add detail to without other parts of the model getting in the way. For example, I combined legs and arms on separate body groups [dynameshing them to make them smooth] so that I could add in the wrinkles without the neck and waist fluff getting in the way. I usually start at a lower poly count then work my way up adding details with higher poly counts later on so that I can easily get big details down first. You can see this especially on the trousers, below you can see the larger details like the knees and the big wrinkles, which I will later smooth and refine further down the line. This technique is also similar to how I made the neck fluff. The base mesh I made on maya had the very rough, low-poly shape of the fluff which I then built upon in ZBrush with the Move tool. At this stage, again, It looks quite rough and jagged, ho...

DEVLOG 4 - building my base

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 Unedited base - Last year I created this human base of which I used to make one of the 3D sculpts [the one of the character named Princess]. Its quite rough, with some spots of poor topology [mainly the face region] but I thought it would be interesting to try to tweak this model to fit my design. I will need to completely rebuild the face, split the torso and pelvis to allow me to better pose my model [i intend to dynamesh these two together in z brush, I also need to change the proportions of these elements to better suit the frame of my character], as well as rebuilding the legs. I basically will need to almost completely rebuild this base, but I can salvage some elements such as the basic head shape and arm shape. I prefer to use this base over the Zbrush human base as I can more comfortably play with proportions and get a more stylized model. Modelling details - The first thing I tackled was the head as this needed the most drastic changes. I got a lot of use out of the mirro...