Turntable animation:
Images and details:







Turntable animation:
Images and details:








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).

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

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.


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

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.

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

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


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



I created the rock to hold the skull for two reasons:
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 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.
I collected various ideas in a mood board on Pinterest. here are the images I found most inspiring:
Exphrasis – http://www.deviantart.com/exphrasis


Jeremiah Morelli – http://www.morjers-art.de/
Axel Ritter – http://www.ritter.cgsociety.org/

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
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.

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.

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 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

Chosen:

I chose this specific pose as I thought it best represented the desired action (mermaid about to kiss the skull) while being the most dynamic.

