Week 15

This week I went back to the head of the character as I thought it was okay but it could be better. I thought that I could make it look better after looking at other models from VR Chat and how they made the heads look. The one big thing that I noticed is that there are a lot of different features on the model which can make it look different, but the more common feature that didn't change a lot was how the head was shaped. There where big difference in the eyes if you wanted a more grownup character they tend to have smaller eyes were the cuter characters have bigger eyes. I also found that the nose sticks out a little so that it gives more definition to the side of the face.

Version 1 of the Head:


To start off with I squashed the Face down a bit by using the soft selection tool and moving a vert on the chin up, so that the rest of the jaw would follow moving up as well. I then moved the nose and lips out a bit to make the side of the head not look so flat, and lastly I smoothed out some of the jaw area so it didn't look like a sharp straight jaw. By doing that I got Version 2 which I thought turned out very well.

Version 2 : 


Although I like the look of Version 2 there are still some problems with it, most notably is that there is a very sharp dip in the Jaw area, and overall it looks very broken with the amount of sharp edges and inconstancies with in the model, it looks fine from the front but any other angle you can tell something is off due to the sharp jaggy edges and that the model isn't that smooth. One of the biggest culprits for this problem was the topology as I had one vert that was connected by 5 edges which meant that it was very difficult to move it where I wanted it to go as if I tried to move it to make the face curvy from one angle it would make another angle look flat or out of place.


So onto the 3rd iteration of the face. I first fix the topology a bit so that I no longer had that one vert that was connected by 5 edges, I did this by loop cutting around the models head and making a simple cut which goes towards the eye. 
   

Which fixed most of it but it was still a bit lumpy, so I had to move a lot of points outwards to make the face smoother, I tried to use the smooth tool to try and smooth it out that way but it didn't work, so I had to manually drag each point out. With that done the 3rd version of the head is finished, which turned out very well. I don't know if I will touch the head again as I am very satisfied with it, where as the 1st version of the head I thought was ok but could be better, it was just at the time I didn't know how to improve it.
 

Now that I fixed up the Head a bit, it is time I continued with the body, I first started off with filling in the back and connecting the back area with the shoulder.


I quickly fill in the back of the neck, which went well, however I had a little problem with the topology which took a while to fix it isn't the best but I don't think it really matters so I should be fine.


Next I make a ring around where the arm connects to the body then I extrude the arm outwards with the snap tool on so that it snaps around the high poly models arm. I did run into an issue on how the shape of the arm was turning out so I had to move around some point, however even though it looks kind of good now I don't know if the topology is right when it comes to rigging. basically it looks good, but I don't know if I have to come back to fix the topology.


While I am at it I extruded the legs down as well, I came into an issue where the legs were looking very lumpy, so I went over the model with the smooth tool in the sculpture menu, which worked out well , but it was still a bit lumpy so use the snap tool to try and get it to snap better to the high poly model. 


I then went back to finish the arms, I started by making a M shape with the topology in the inner part of the arm, the reason is because when the arm bends it should look a lot cleaner as well as give more detail to bent area. Then I extruded all the way done the arm, making sure I fix the topology so the M shape isn't continuously going down the arm, just where it bends. I then loop cut some more Verts to make sure I am getting as much detail out of the high poly model as possible, I then make some more loop cuts around the elbow area so that when the arm bends it should bend smoothly with no broken polys.    


Around the Back of the arm I selected 4 Faces and then used the insert tool, so that I had a smaller square, after that I simply moved the faces out which gave me, my elbow for the model.


I have changed my mind on how I wanted my arm to look, as I re-watched 2 am's body making tutorial I found that my arm wasn't as good as it could be, so I tried re-editing the arms I had already made but I found no luck so I had to re-model the entire arm which took me about 2 hours to do as it was quit difficult to figure out how to make the type of topology I was going for, however I managed to figure it out. Essentially the topology was pretty much the same the only difference is that the bend joint was changed, as well as the positioning of the lower arm, because it wasn't in the correct orientation for the hands to be in their correct position. What I changed for the joint is, instead of using a M joint it is more of a Diagonal Circle joint, with a bit of a crease in the shape of an N.


I think that the Arms turned out really well, although I still think the upper arm part could do with a little work, but it isn't that bad enough where I need to change it. It's more if I had the spare time I could try and make the upper arm better



Moving onto the last part of the body, the legs. It was very simple, from the thigh I extruded the faces down follow the high poly model, then for the Knee I make a weird Diamond shape and move it out. Also like the elbow, I make sure that the knee has two supporting edges to make sure that when the model is rigged that the joints would move properly 


Then for the back of the leg you make a creased edge at the bending joint. that is pretty much it, the only thing left is to move the faces out a bit because the turbo smooth modifier shrinks your model a bit so you need to move the points back into place.  


Full Body :


Full Body (Wireframe) :





 

 

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