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default pose pilot Final

ok here the default pose render. and here a little overview. I started modeling the head with a basic topology, starting with a plane around the eyes. After that I modeled a basic body by extruding boxes and adding a subsurface. Ofcorse a few tweaking follows to bring it in perfect shape according to the provided perspective images. Then I build all the clothes also with a basic topology first and then using the sculpt tools. I was not very familiar with the cycles renderer since I mostly bake textures for games with the standard renderer so it took me a while to get used to the cycles node system, but now I'm geting along with it pretty well after looking at some material setups online. Later I decided to go further into detail and copied and subdivided each object and sculpted the details in, then transfered them into ao and normal maps onto the base model. Painted aditional textures outside blender. Even though I was already pretty familiar with the rigging process I was used to one skeleton type and had a quick look into the rigify tutorial to add in the human skeleton that comes with the rigify add on for blender. Using that I rigged the whole model, seperated bones and models into different layers, so I just see them when required. Did the weight painting and put the avatar into different poses for the final render. Check my other posts for the poses ;) Also I added shape keys for the smile. actualy also for closed eyes, but didnt render that.
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