Hey guys, I would like to share with you a little step by step process of one of my personal projects … I hope you enjoy
- Analyzing the concept and gathering references
This step is for sure one of the most important when we start to model a 2D concept: the goal of this particular project was to achieve a realistic look. Try to collect good references as much as you can, reference with good lighting, texture and of course a decent resolution, so you can see the little details that will make a huge difference later when we are going to render the character.
- Blocking the character
Here we start sculpting the character. In this first step we don’t need to concern ourselves with the details, our main goal is to get the proportions right. Don’t rush this step because if your base here doesn’t look right, you’re going to get problems later trying to fix it. My personal preference when I start the blockout of any character that I’m working on, is to sculpt a single object, get the right proportions first, and then I cut the parts to work more isolated, so I could get a better focus on each element (this is not the detail phase, just my personal preference).
- Blocking the secondary elements
When I’m happy with the body of the character I start to work on the secondary elements, such as the clothing and the other accessories. For the cloth modeling, I mask a part of the character’s body, extract and Zremesh it. After that, I basically start sculpting the folds using a combination of masking and more brushwork (Standard, Clay Build Up, Pinch) always work big to small, sculpt the bigger forms first and then go to the secondary and tertiary forms.
For the other accessories such as the chains and earrings, I poly modeled in Maya using the standard primitives.
This step is one of the most important steps when you’re doing a character for animation. Some people like to use Zremesher to rebuild the topology, but my personal preference is doing it all by hand, this way I have total control of the loops. The tools that I use for retopology is the Quad Draw from Maya.
I exported a decimated version of the mesh from ZBrush and bring it to Maya. Using Quad Draw, I start to rebuild the quads on the mesh in a logical way for animation, generally, the face, joints of the arm, legs, and hands, are the areas where you need to pay more attention distributing the quads.
I also did the same process for the fabric that was sculpted earlier.