FMP: Week 10 - Weekend guilt drive edition
I felt like I was progressing too slow so I got mad at myself and set up a strict deadline to hit a few spots I wanted to hit over the weekend.
I started with adding details to the cape trims and subdividing them:
^Wonky spots flattened by "Make Planar" in Max, getting rid of unnecessary loops.
I felt like the shoes should be more interesting and have some form of detailing. Jordan kindly helped me by pointing out some great details which could enhance their design:
Before |
After |
Next it was time to add some damage to the leg guards. I decided not to include trims&metal swirls as I agreed with Jordan that with all the material breaks and different pieces in that area they're not needed.
Subdivided base, used TrimDynamic and some other brushes on the leather edge. I decided not to mess with the high poly too much because I can add a lot of the wear&tear in the texturing phase. |
When adding the details, I swapped into a material which allowed me to see dents and breakups a little better. |
Correctly subdivided at last. |
Adding dents. When I studied the Wild Rift reference, it seemed like there weren't too many dents present, so I tried not to overdo it.
I also decided to break up the symmetry with the top leg guard because the symmetry started to feel a little obvious with more dents and slashes visible:
Another thing I wanted to do was subdivide the wings. To do this, I had to Polygroup and crease the edges but that fortunately did not take long as I had almost no triangles in my topology and could easily select the edges with Polyloop + Flat in ZModeler.
I moved onto adjusting the bracelet. When I first modeled it, I wanted to avoid having too many subtools and tried to attach every bit of the bracelet together into one object (excl. the gem), but as I tried to subdivide it, it became quite messy kept losing the shape no matter what control loops I added. I therefore decided to adjust the base model and model-in a separate piece of topology which would "hold" the gem and make it look nicer.
New, separated topology. Subdivided, cleaner. |
Old topo |
Another thing on my list was adding detailing to the archer glove. Hardly visible but I added seams and wrinkles:
Highest subdiv |
Lowest subdiv |
The final point on my list was adding dents/chips to the armor. I've encountered the same problem as I did with the leg guard, where ZBrush subdivided with each stroke and lagged. After half an hour of importing and reimporting the issue was fixed :') I did the chips with Stored Morph Target so I could potentially change them if I didn't like them later:
Setting up the strict deadline and listing all the points helped me immensely. Though the things I showed in this post might not seem like major changes, most of them were time-consuming things I've been putting off, that had to be done in order to keep everything clean. I'll set up a new strict deadline in the upcoming days to finally get this long overdue model done :D
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