I can see the librarian wearing some old brogues...old school footwear...classic...like the double stitching and the worn out textures.
Old style buttons for the cardi. The cardi has three buttons. If we had more time I would have prefer them to be odd and one button hanging from a cotton thread. So when animating secondary animation can occur when she's walking...nice attention to detail...
Old type granny socks over the nee but due too overuse the elasticity of the sock no longer hold s up so the Librarian is seen to be wearing over the knee socks that have slipped creating folds in the fabric...This is something I created in the geometry of the model.
This is more the style of shoe that I envisaged for the librarian. Oxford Brogues.....nice.....
Attention to detail creating the hole effect in the shoe.
Textures I gave to Marios when texturing.
Seperating geommetry by selecting faces and extracting...
Distortions when mirroring now rectified by reducing the threshold.....
Top viewThis is where I am smoothing out....its looking like my character.....
Working on hair...She has a bob style hair cut but I just wanted to add some geometry to put in some edges.
Vertices merging together to create triangles in areas.
problems with mirroring geometry...some areas triangulate so to get round this I reduced the threshold and it seemed to work....
Started of with small nostrils but later changed to larger nostrils to suit the shape of the nose.
Getting a feel for the kind of nose I want...decided on larger nostrils so merges with rest of nose.Doing the nose although I might ditch the nose and do the mouth first as the nose covers the mouth....dughhhhh!! Main muscle around the eye Obicularis Occuli....the character expression (eye) closed, blink, open wide in shock, look down, look side to side, questioning, tired, scared, stretch...eyelid, eyebrows raised etc....
Wanted heavier lids as the character squints...although for rigging etc I decided to model the character with eyes open.
Getting the eye sorted....
Just getting the eye topology right by using less geometry as possible. Much of the time was spent tweaking the verts etc to get the right look.
Problems....problems....problems....Had one of those crap days where everything you do maya decides it doesn't want to play with you...Tried different methods of modelling this character and decided in the end to ditch the original as I was having probs with the curve tool and I didn't like the way I was going with it. Since this is a stylised character rather then realistic this is heavenly governed by organic shapes so I decided to stick with poly modelling but not originating from a box but rather a sphere I then used the lattice tool to shape the face.
- Spline or patch modeling - A curve bezier curves or nurbs. A cage of splines is created to form a skeleton of the object. The software then creates a patch of polygons that extend between the two splines. forming a 3D skin. Spline modeling is often used in hard objects like cars, buildings, furniture. Not ideal for character modeling.
- Box Modeling - Bears closer resemblance to traditional sculpting. Start with a primitive shape and begin adding detail. Downside to this method of modeling I found is that it takes a lot of time tweaking to the final shape You want.
- Poly modeling/ edge extrusion - Perhaps the most effective and precise technique. In poly modelling a 3D mesh is created point-by-point, face-by-face. Often starting with one single quad. and extruding the edge of the quad. creating more quads. I have found it is not as quick as box modeling and requires less tweaking. One has to think more of the geometry of the shape and in my case muscle formation. This method is best used for organic modeling.
- Subdivision Surface: A popular method of modeling using a low resolution polygon mesh which is then smoothed to produce a well rounded model. Its advantage is to produce high polygon results while only creating a low poly mesh. - Sub Divs
- Base Mesh - The subdivision model without applying smoothing
- Smoothing artifacts - Unwanted smoothing problems caused by bad topology
- In line Edge - An extra line of topology that allows control of corners in subdivision modelling
- Pole - Where 3, 5 or more edges meet. While 4 meeting edges might be called a 4 sided pole it is rarely refer ed to as one because it is considered normal in sub div on surfaces
- edge extrusion method
- using single polygon to form shape
- using cylinders
- box modelling