lab 1 3D model - prince Ezrinn
for this class we had to undertake a project of our choosing to develop a skill of our choice, and I chose to use this opportunity to dabble in 3D modelling. The aim of the project was to create a 3D model of a character, called Prince Ezrinn, which i had previously designed.
For this project I set out to make a 3D model of this character that I designed as my minecraft skin a few months ago, since I was very pleased with how the design of the character turned out and I thought that it would be a simple enough design to transfer into 3D, especially since the skin already includes a visualisation of the full front, side and back view of the character design.
the first step towards creating the model was creating a turnaround to base the model off and fully visualise the character in the way that a minecraft skin does not allow. The initial aim of the project was to complete a full body sculpt of the character but the time constraints of the task meant that in the end I opted to complete only a bust sculpt of the character.
After completing the turnaround, i played around in Zbrush, following some tutorials to familiarise myself with the software. This was a quick, rough sculpt of a cow skull I made to get used to ZBrush before diving in to the main model
I had more success with my next attempt. I initially merged the meshes to create a smoother transition between the pieces, then I separated the head from the torso as recommended by my supervisor, in order to work on the head with a higher poly count. I also created the nose from a separate mesh so that I could work on that with a high poly count. I lost all of this progress when I used a remeshing tool that did not allow me to undo it and it created that swiss cheese mess that is the last image. I reverted back to an old save after this
the next challenge was adding eyes. I had a very difficult time doing this, since the model looked so creepy and uncanny, it was quite disheartening at first. But as I started detailing the face it got progressively better. It did remain uncanny for a long while, however.
I added hair to the model by masking off the hairline and using the extract tool. I then used the inflate tool to add volume, subdivided it, and used a combination of the standard brush, the dam standard brush, the move tool, the snake hook tool and the clay build up tools to create the hair, which really helped to bring the face together.
I also utilised the extract tool to add further details to the model, including the eyebrows, eyelashes, crown and collar. I also combined the meshes for the head and nose and smoothed out the join by merging the two sub tools and using the standard brush and smoothing tool to fill the dam and smoothen out the transition between the two sub tools.
the cloak was added by creating a new sphere sub tool and warping the mesh into an ovular shape. I then turned on symmetry and manipulated it into shape, refining the details. I sculpted details onto the shirt using the clay buildup tools and smoothing tool, added the belt using the extract tool, created the crescent moons using a cylinder tool and copy-pasting it into place, which was the same process I used for the buttons.
I imported the model into Maya in order to add details such as the chain, stars on the coat and earring, and the moon phases to the belt, before importing it back into ZBrush and changing the finish to white so that I could apply colour using the polypaint tool
Comments (0)
This project doesn't have any comments yet.