Final Major Project & Thesis 6: Sculpting part 3- clothes and final changes

The final element of the sculpt that I needed to tackle was the clothing, and in particular the shoulder armour that I had designed. I watched this tutorial that was exceedingly helpful in creating clothes that perfectly fit to the form of my character by sectioning off elements of the sculpt and extruding off of it. This was slightly difficult for the armour since there were many layer that intersected with one another, but in general this method worked exceptionally well. after each element of the clothing had been extruded from the body I used the standard sculpting tools to add folds and wrinkles to the clothes. beyond this, I had designed manhy small details on the clothing and the face, such as stitches and safety pins. I created a small sculpt of an open safety pin and created a custom IMM brush so that I could create duplicates of this item where needed. while this worked exceptionally well for my sculpt, later I found that these small details were difficult to proceed with in maya while retopologising. Ultimately though, I found that this process taught me a lot about making sculpts for rigging and animating.

Additionally, before exporting out my model to be retopologised in maya, I revisted each part of the sculpt to make final adjustments to anatomy, polish and stylising. I followed this tutorial as a guide to stylising my character, since I am inspired by overwatch and similar artstyles in creating this character, since it is a style that works exceptionally well in games.

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