BA2 - Final Sculpt Refinement Part 2
- charlightart
- Feb 11, 2015
- 2 min read
Progression Part 2

This image shows the very early stages of my hair sculpt. I’ve been using the move tool to drag the basic forms from a separate subtool which I extracted from the top of the head.

Because of the inefficient typology demonstrated within the High Poly sculpt (38795 active points), I decided to use zRemesher to change it to 28572 active points.
Problem No.6 I encountered Within My Final Sculpt

I used the “HidePt” visibility technique to correct this issue, I understand where I went wrong however, and relied too much on move tool to shift areas around.

I purposely have decided to render my images in gold because that’s what the material my final harpy will be made of.

These images show the refinement of how I worked on the hair. Some areas need to be more polished and less out of place, however I’m really happy with how the overall look is starting to turn out.

My next task was to make a start on the wings, which I felt had been avoided for far too long. To begin with I thought I’d experiment with creating them using zSpheres, then start to layer them later when they looked a bit more polished. For me, the process of using zSpheres has been very successful so far, so naturally this was my first course of action.

After creating the basic zSphere shapes, I thought it would be best to work on the feathery look to the wings. I did this by using the move tool to drag the edges out and back in again, thus creating a more jagged/loose look. I also made a start on her armoured headpiece, and used extract on the hair to create a new subtool to work from.

After creating the feather-like form for my wings, the next stage was to duplicate and resize the pieces separately to layer them. This was essential in replicating the way a birds feathers were attached and connected to the outer part of its wing.
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