For our next assignment in class we are producing a character model ready to be rigged either for a game or an animation. I have yet to venture outside human form inside of zBrush and thought this would be a good opportunity to gain some experience on something a little different.
With this in mind, I searched through some concept art and found the character "Alphonse" done by Ross Tran.
This character has very unique proportions and there are some areas where I can see a challenge in getting the body to look believable -- namely the midsection. His hips are very wide and angular coming out a little more than the width of his shoulders. His legs also look like ostrich legs so I will be referencing those for bone structure.
I will start by blocking his shapes in with a base mesh and then separating his head and tail from his body so that I can better control the subdivisions for those areas -- his arms and legs will remain attached to his torso. For his fins I will be using planes with alphas and for the tendrils along his arms head and back I will be using the snake hook brush.
I gathered up some reference of fish, ostrich legs and fins so that I have some good material to go off of.
Replies