10 || Clothessss

 


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I ended up with this after doing a little bit of work on my model. Following the Joan of Arc tutorial, I duplicated the foot part of my model to do the model for the shoes. It was here that I got addicted to using the bevel tool keep the lines on my clothing items straightened, as well as to make any long instances of bumps or dips in the model that might not be as suited to using a bump map for.

I used a colors when making my model to visually isolate parts to find any weird clipping that might occur! It worked a treat, I did this by assigning them materials that I have set up in the Hypershade window. Ambient color to max to prevent any weird looking lighting and just whichever color contrasts well from each other! (I like pinks and blues a lot)


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Working on the pants and shirt now, and I originally tried to start it by duplicating the neccessary parts. However, I struggled to work backwards, therefore I just started from making a new model. I started with a cube, made the basic shape and smoothed the model once.

This worked a treat! Except, I now realize... My model was not symmetrical. Uh oh.

It isnt best practice, but I ended up zhuzhing around the clothes and model to hide away any imperfections and doing my best to make things look clean.




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This top view of my model really highlights the asymmetry of my model... 

I started on making small details that attatched to them. I followed a youtube tutorial in making the shirt collar and the bump detailing where the shirt buttons would also sit. It worked a treat and looked great!

I worked on the belt and started by duplicating the waistline of the pants and making it wrap around my model well. By extruding inwards I was able to make a convincing looking shape for the belt. I extruded the front face and used a lot of beveling to end up with a shape that looked similar to what was on the original model sheet.



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Working on the clothes, I really had to think about topology and having a clean edge flow to work with. Cutting into the shirt sleeve, I had to think about how I'd need to fix up my edge flows to make sure that I didn't end up with any weird n-gons. Which went well.

The asymmetry on my model was causing some issues, but with a little bit of adjustment; zhuzhing stuff around with the soft select made it pretty easy to hide things. But it isn't a permanent fix. I figure this would be best to hold onto for next time as making changes to the body this late would not be ideal for the schedule.

I'm liking how the current model is looking now. As a whole, I'm still a little shaky about how to make the model and vehicle look cohesive. Though not having seen anything of the vehicle at this point is starting to make me a little nervous.

I actually made a whole different version of the pants and belt prior. I started making it using a part duplicated from the original leg model. But it ended up looking very wonky and the topology on it needed a lot of work, because of all the weird vertexes around the crotch area specifically. I started over.

Sigh. An hour wasted, but a lesson well learned.

Next steps.
I'll work on the suit jacket after asking around for some feedback. And if its finished by then, I'll work on either attatching the head or making some hands for the character.







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