Poster

poster

This is the poster composition for the model. I imagine her being in this rather dark deep sea environment that is a bit creepy and eery. The poster was created in Photoshop, using a photograph by BlaqueX from Pexels (link below).

001.png @ 90% (Hue_Saturation 1, Layer Mask_8) _ 05_02_2019 21_08_40

 

Background source: https://www.pexels.com/photo/blue-blur-color-dark-932638/

Posing problems

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So the original plan was to slightly adjust the pose once the model is done and as you can see this really didn’t work out. I tried rigging the character using the provided tutorials on using ZSpheres, but my experience with this method was completely different from what was shown in the video. First of all, I could barely move the ZSphere, as it took forever for something to happen, which I think happened due to the model being too high res, as I deleted the lower levels.

As you can see above, when I managed to finally move the ZSpheres the model started clipping really badly and I have not found an explanation for it…

What I learned from this:

either put the model in the right position from the beginning or keep a low res version for rigging and posing.

Modelling: Creating assets

The Skull:

 

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I created the skull from a sphere, which I shaped with dynamesh and finished the details after remeshing.

 

The Hair:

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I started out with the hair by masking the scalp and creating an extrusion which I then shaped with snake hook and clay brushes in dynamesh.

010011To add the suction cups I created an Insert mesh brush which I then applied all over the hair.

 

The Seafish:

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The starfishes were created with the same method as the hair. To add texture I applied an erosion noise.

The Barnacles:

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The barnacles where shaped from a cube and created into an insert mesh brush which was applied onto the face, breast, hair and rock.

 

The rock:

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I created the rock to hold the skull for two reasons:

  1. I find it aesthetically more pleasing
  2. to hide the fact that I couldn’t move the hands/ reposition the model and the hands weren’t holding the skull properly. (see next post)

I shaped the rock from a sphere, added barnacles with the insert mesh brush and then applied the flower.zfp  from the software’s lightbox with fibermesh to mimic underwater plants.

 

The ocean floor

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The ocean floor was shaped from a cube and modified with clay and crumple brushes before I added more barnacles. The bones and ribcage are created using the IMM Dragon Bones brush that came with the software.

Moodboard

I collected various ideas in a mood board on Pinterest. here are the images I found most inspiring:

Exphrasis – http://www.deviantart.com/exphrasis

the_whispering_forest_by_exphrasis_d89yl2i-prewait_this_isn_t_mars_by_exphrasis_d83vidf-pre

 

Jeremiah Morelli – http://www.morjers-art.de/

 

Axel Ritter – http://www.ritter.cgsociety.org/

ritter-aspidium-1-b7aef53e-xlso

 

Maleficent – http://www.movies.disney.com/maleficent/

 

The Croods – http://www.dreamworksanimation.com/croods/

 

Stephanie Kilgast – http://www.petitplat.fr

 

Nele Diel – http://www.artstation.com/nelediel

Initial idea

Inspired by Mishchenko’s photographs and my research into platform games I have decided that I would like to create a platform game for my 2nd assignment. The game will be set in a magic forest and follow a pixie that is collecting ingredients for a recipe. The game will have two levels, one above ground and one in a cave. The focus will be put on environment and level design as well as the storyline. The game will have 3 2D cutscenes in a kind of storybook style.

Starting modelling

Posing with ZSpheres:

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While posing with ZSpheres I decided to go with a symmetrical pose first, as this will make sculpting easier later on, as I can keep symmetry activated. I will then repose the model later on, when symmetry is deactivated, to create a more dynamic flow.

 

Dynamesh:

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After creating the adaptive skin I further transformed the model using dynamesh, to get closer to the desired shape + adding the fins. After I was done I used the Remesher to clean up the mesh.

 

The face:

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The next thing I did was work on the face. This is still quite low poly compared to what it will be in the end. I want to put in a lot more detail at a later stage