[W.I.P] Adventure poeple 2 : Female Wizard Class #1

Female wizard (I’m not sure, but female wizard should call witch?) class.


This is the initial design sketch for the Witch class. Since adjustments can be made during the sculpting process, I don’t worry too much about minor inaccuracies in the drawing. I sketched it without much thought, but I had forgotten how challenging it is to create thin fabric using 3D-Coat. (I wonder how professional designers handle this? Whatever the method, I think it would be difficult with the specifications of my work PC.)

Although I liked the design, in the end, I realized that creating a model that requires fabric simulation with multiple parts is beyond my skill level. So, I decided to revise the design to avoid such processes.

She is wearing a cape made of thin fabric, and I believe this size can be sufficiently adjusted within the range. While there is a risk of overlapping polygons around the shoulders, where movement tends to be more dynamic, this should be solvable depending on the method of creation and rigging.

start from head part. I already had create but unused girl head model for 3D printing. so continued from this. adjust resolution and shapes each parts in face.
and hair. this is why I didn’t use this head model.I tried some times, but struggled and failed on every time. it was so hard to create hair model in sculpture for me.

it’s not satisfied, but next step. I made body. when I made male fighter class, he was lower height than my expect on first time. but this time wizard girl had 178cm on first time (why!). so I adjust each parts size to become her tall is 160cm.

next, adjust face parts position.

she not yet has eye blow, but looks nice, I think.

I add eyebrow and eyelash meshes to the model in 3D-Coat. Since I’m not sure how to create clean flat or sharp shapes in 3D-Coat, I make them in 3dsmax and then import them. Drawing eyebrows as textures can be inconvenient when creating facial expressions. As for the glossy, anime-style highlights on the eyes, I add those using meshes rather than shader.

I’m intend to create anime-style hair. In the initial design, I had divided the bangs into several strands, but I decided to create single bangs on this time. At first, I added the parting to the sculpted mesh, but during processing, the smoothing applied to the roots didn’t give me the look I was aiming for. So, I decided to add the parting during on retopology part instead.

I felt the hair lacked volume, so I adjusted the scale horizontally. In reality, achieving this kind of volume would require go to the salon, but this character effortlessly ended up with fluffy hair. a bit jealous! haha

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