I've got a workflow hang-up with modeling a stylized character shaped out of nothing but "banana" shapes.
My
usual method in Blender is using "Subsurface" boxes to model each
separate/major part, then "union" them before later sculpting them -- but this mesh creates lots of garbage polys if I union too closely to the flow of the form. This
method is great for almost ANY type of organic-looking character, but it has recently brought me to a tricky situation with this stylized character's line of action -- thanks to the broken/garbage polys, I can't seem to maintain the silhouette the way I want to!
My main problem is keeping the nice curve across the
entire form (note the 3/4 view's chest going into the hips/legs) -- especially while also keeping the nice sharp points on the
digits/ears/etc. while still maintaining nice smooth, continuous curves
across the overall form -- especially in the face/ears and torso/legs areas!
I'm at a loss because every shape flows into everything else (which is usually a
good thing!), but since this character is so pointy and curvy all over, I'm really not sure where to start with this guy
!
Replies
also, have you tried sculpting it from scratch instead of box modeling?
If I'm following correctly -- by "blackout" are you referring to turning the entire base mesh black to see how it reads against the 2D art, or are you referring to turning the 2D art into black silhouettes and modelling the base mesh from that?
As far as sculpting from scratch -- I'll have to try again. My brush settings were giving me trouble apparently. I'll keep you posted.
So I learned a lot about Blender with this guy -- mostly that "Banana" shapes aren't as scary (with a LARGE brush size) as learning all the Transform and Scale BS that comes with Blender.
That said, considering the model sheet was pretty janky and inconsistent (the eye placement... *shudder* ...how do you deal with that kind of crap on a day-to-day basis guys??), I think I managed pretty well on a base sculpting model.
For reference:
Any thoughts/opinions on the final sculpting base-mesh? How about the best way to handle janky model-sheets like this?