Friday, 7 March 2008

High poly character modeling

Ok so below is the zombies hair, i wanted to give her a quiff with lots of feathers sticking out of it, which i plan to do using alpha maps. To get the shape i adjested the low poly geometry in zbrush using the tweak tool, befor i devided the geomitry further. To get the hair texture i used the rake tool and identifyed the hair line, as to where the hair would be pulled. im going to give her a plat at the back of her head, which is why there is an area where it all gathers.



Below is her scabby crusty foot bandage. I really like how it tured out in the end considering it was one of the objects i had most trouble with. To get this effect i made a brush in photoshop, which has a bandagy texture on it and streched it out over the geometry in zbrush. The brush was quite shit, but it gave me a good enough outline for me to follow when crustying it up. I used the level took with the softness all the way down to get a harder dege when extruding areas, i used the rake took also to get a cross hatch in the sock too.


Next is the skirt, considering its a basic looking item, it was fairly difficault to make good folds along the seam. I took a different approch with making folds this time, using the level tool on soft then smoothing the ends out, then i used the pinch tool to pull in the ends to give it a tighter fold look. i made another brush in photoshop which has a grainy bump to it that i applied to the skirt to make it more material like.

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