Saturday, 16 January 2016

Mesh update - 16th January

This week I have been working on enhancing the legs so that they are actually able to support a body of this size as well as the legs I attempted to reshape the feet and hands to give them a more human look.

This is what the mesh is looking like now:



As you can clearly see, the legs are now taking on a much broader look, and now they look capable of holding up this torso, While creating the new legs for the character, I attempted to give the feet and hands a more defined look, because before they looked too balloon like.

Unfortunately while I attempted this, the toes of the feet decided to fuse together as did the hands, this was caused due to me using a low resolution while dynameshing, I did however fix this problem on the feet but they are still looking slightly odd, and too long. Another problem I ran into was my zbrush symmetry went out of sync, causing my left foot to look different to my right foot. I have now rectified this problem however I have not changed the feet accordingly, that will be a task for next week.

Here is what the feet and hands look like now:



So, my plans for next week are as follows:

  • Define the feet and toes more and fix the left foot accordingly.
  • Un-fuse the hands and define the hands to look less balloon-like.
  • Compare my model to a person of similar physic and adjust my model accordingly.
  • (If I have time before next blog post) Start working on redefining the face, eyes, nose, mouth, ears.

-J.W

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