top of page
Search

BA2 - Final Sculpt First Refinement / Armour

  • Writer: charlightart
    charlightart
  • Feb 9, 2015
  • 2 min read

Final Sculpt Progression

FinishedBody.jpg

The next area I wanted to work on was the torso and body structure. There is a dramatic improvement from the previous image compared to this. I kept using clay build up with a low intensity to gradually build up the muscle around her stomach. As well as using the smooth tool to give it the illusion of a skin-like texture.

HarpyBody1.jpg

Here is a close up of the torso from a slightly different angle, as well as rendered at ‘Best’ preview. I also added the collar bone structure and where the neck muscles connect to give her a more feminine physique. Overall I wanted to give her a more athletic body type because I wanted her to be perceived as a powerful figure, which mythological creatures were definitely thought as.

OntheWallplusSideview1.jpg

This image is to represent where she will be sitting on the wall, I’m also planning to attach the back of her hair against it, which would conceal the water pipe. This water-pipe would connect to her eyes and mouth where water would run out from.

Faceprogression2.jpg

This image is to show my further development on the facial features and structure. Not only does she now have ears, but the base shapes of her nose and lips have been refined with more detail. As much as I am pleased with current progress, I want to keep progressing with how the face looks as it still has some anatomical issues, especially with the nose and eye socket shape.

HarpyClothesoverAthleticBody.jpg

Rendered sculpt close-ups with armour base

FinishedBodyWithArmour.jpg

The armour is starting to gain the basic forms I want to work from. Although I’m aiming for a feather like effect for the top half, I like how the aesthetics look quite skeletal. Although because this symbolism and design would not fit with my theme, I won’t be using it.

ClothesBeforeRefinement.jpg

Close Ups of rendered Armour

Problem No. 6 I Encountered

GoldProblemholes.jpg

After using dynamesh on my sculpt to raise the polycount, ready to add detail; holes started to appear. I used the “Hide Pt” visibility method like previously which fixed the problem. However, I understand where I went wrong with this problem and how it occurred. Where using the move tool for this sculpt, I didn’t have the “Backface Mask” setting on, which meant I was pulling the whole sculpt section whenever using this brush. As a result of this, the mesh is very thin and easily breakable. I have learnt from this and will make sure to implement “Backface Mask” in to my future workflow.

 
 
 

Kommentare


Featured Posts
Recent Posts
bottom of page