Modelling in 3Ds Max has proven to be the best idea, because I can now focus more on the shape and clean lines of things such as her armour and hair rather than getting caught up on the details.
After the body and face was modeled, the rest started to click into place as I got into a good work flow, using my concept and references from existing Overwatch characters to help with things like the hands or the armour on her calves.
I also have the strange habit of colour coding a character's clothing and body as I model in 3Ds Max as I helps me visuallise how she will be textured and more importantly, how the sculpt will affect the final read of the character.
The next hurdle for my character was the hair though. While I knew that I wanted long thin braids and two large pieces of hair in the front like bangs, the actual shape language was important to me to sell as an Overwatch character.
After some trial and error with bangs that were more realistic and hung over her face as they would in real life, it just wasn't good enough and I couldn't figure out why. So after gathering more resources, namely looking at Mercy's hair for an example (shown below), I realised that I needed to exaggerate her bangs way more for it to look like Overwatch, and after some tweaks to the angles of them, I'm much happier with how her hair looks.
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