Character Modelling on 3DSMAX - applying what I have learnt from topology, I'm starting on the body of my character using outlines on 2 planes as a guide as I'm building my character.
So making a start on modelling Poppy in 3DSmax , Starting out with having a female reference image on planes and extruding out polys in line with the body shape.
the boobs were particularly annoying as to represent a curvey object with polys and limits !
then it was modeelling the legs , nothing fancy, extruding and modifying a cylinder to represent a leg with thigh boots on , hence the fold- extruded ledge at the top of the thigh ..
similar thing with arms but the hand needed more attention , especially with the thumb placement
Then it was time to tackle the face , initially drawing out the face and the topology lines on an image of the face , then it was extruding planes along a reference image. Here, I was experimenting wether using part of a sphere for the roundness of the back of the head.
Complete drama with max file corruption but the day was saved by mike and his female head mesh he kindly gave me to modify and use for my character.
Poppy whole in 3dsmax
Unwrapped and exported to mudbox for some high poly fun ...
In mudbox , subdevided the mesh up to level 8 ; making the model smoother and giving myself more to play with essentially,
I sculpted in some details for the lace aroung the corset playsuit , and volumising the
fringe in the hair, some ruching for the boots and minor adjustments to body shape.
Then I painted on Poppy in mudbox ...
Here's Poppy back in 3dsmax from Mudbox and rendered the super low poly version
the higher poly version in 3dsmax
Some beauty renders in using Marmoset Toolbag...
wireframe version
Replies
Silhouettes
Character turnaround
Magic Pose
Selfie Pose
Final Pose
Character Modelling on 3DSMAX - applying what I have learnt from topology, I'm starting on the body of my character using outlines on 2 planes as a guide as I'm building my character.
Trying to avoid those pesky tris !
the boobs were particularly annoying as to represent a curvey object with polys and limits !
then it was modeelling the legs , nothing fancy, extruding and modifying a cylinder to represent a leg with thigh boots on , hence the fold- extruded ledge at the top of the thigh ..
similar thing with arms but the hand needed more attention , especially with the thumb placement
Then it was time to tackle the face , initially drawing out the face and the topology lines on an image of the face , then it was extruding planes along a reference image. Here, I was experimenting wether using part of a sphere for the roundness of the back of the head.
Complete drama with max file corruption but the day was saved by mike and his female head mesh he kindly gave me to modify and use for my character.
Poppy whole in 3dsmax
Unwrapped and exported to mudbox for some high poly fun ...
In mudbox , subdevided the mesh up to level 8 ; making the model smoother and giving myself more to play with essentially,
I sculpted in some details for the lace aroung the corset playsuit , and volumising the
fringe in the hair, some ruching for the boots and minor adjustments to body shape.
Then I painted on Poppy in mudbox ...
Here's Poppy back in 3dsmax from Mudbox and rendered the super low poly version
the higher poly version in 3dsmax
Some beauty renders in using Marmoset Toolbag...
wireframe version