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Character Design

Part 2 High Polygon Medel

After finishing the preliminary character design, I started making HPM,The software I used in this step was Zbrush.

I started by importing a base female model in zbrush as the basis for my character, In zbrush I mainly use the four brushes Move, Clay build up, Standard and Smooth, I used these brushes to adjust the shape of the base model, including the proportion of the body parts, the length and thickness of the limbs, and then to smooth the surface.

I drew the first layer of combat suit shaped mask on the surface of the model. extract (extrude) the model of the cloth. Then use the brushes to adjust the details of the model.

Use the same method to create the armor part of the chest and the structure of the back

Carving out the back armor.

Then carve out the shoulder armor and leg armors.

Make the prototype of the shoe in Blender.

Back to Zbrush I started making the helmet. First create a ball as the base model of the helmet.

Roughly carve out the shape of the helmet and then draw a mask for the angular part of the helmet to facilitate partial carving. Then carve out the helmet structure according to the design.

Continue engraving details. I decided not to carve out the textures and lines on the combat suit because it is not convenient for topology, and use normal mapping to achieve it later.

Finally, I used the auto-topology function in zbrush to achieve a preliminary reduction in the number of faces.

After exporting these models to obj format in zbrush and then importing them into Blender, they worked fine, so I started the next step of topology.

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