Hello, I've been working on a character from a design by Peter de Seve, the Duchess of Whimsy, and I really have no idea how I should do the plume thingy on the top of her head. I figured I would just do it in Zbrush then bring it into Maya but that was before I learnt about the need to retopologize, and considering I already have to retopologize a bunch of other things I don't have time for, I don't think that's an option.
My teacher says I should just make each piece of the feathers individually then place and deform them one by one. I really -don't- have time to go thru and do that, nor would I really want to... tho I'm afraid this is my only option.
How would you guys do it?
*edit - and to clarify, I'm talking about the big white feathery thing on her head...
![DuchessofWhimsy-jackt.jpg](http://www.nrm.org/wordpress/wp-content/uploads/2009/12/DuchessofWhimsy-jackt.jpg)
Replies
TRY IT. FUCK IT UP. LEARN. That's really what you are in school for....
Right now I am working on retoping the hair that I brushed (side note, is there a way to make the transparency of the mesh in ZB4 not suck when retoping? I tried the draw settings but cant quite find anything that works out), and I need to brush and make normals for finer details in the corset, dress and a bust I'm working on.
I realize that I should TRY things and FUCK THEM UP, I do agree (and thanks for trying to push me, in a good way :P), but i'm currently in crunch for an animation production which is top priority over my character modeling. I was just wondering if anyone had any input on how THEY would go about making the feathery plume thing.