
First character iv'e made since lotte that has turned out any good, iv'e moved away from the box modelling technique for the face becuase my proportions were just looking terrible, so i tried spline modelling them, as in the eyes, lips, and nose seperatly, and extruding edges to join them together and make the rest of the head, apart from the nose, and lips, i tried to keep it as low poly as i could, as i made a bump map for the details.
i made my high poly version in mudbox, which after trying z brush feels just like using paint, ill get some renders of my high poly model on here too soon.
i'm finding the rigging of my characters alot easier now i have leart how to use the physique modifier rather than skin, my basket ball player can move all his limbs, head and such without any real problems with bits i dont want moving, i did spend a fair bit of time editing the envolopes and vertex weights to get it perfect tho, and im happy with the results.
below is render of him, i have used 1 skylight, and 3 directional lights, one for my main light, one to lighten up the shadows a little bit, and one to give a highlight.
i like how this lighting setup works with the bump and specular maps, so i think ill use it with most of my final renders from now on.
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