Anatomy and Character Sculpture / Bachelor of Design in Creative Media
Shofwa Alyadiena / 0350019
Projects
Instructions
Block Out
As mentioned in the lectures from our previous weeks, a block out is the first step. However, my journey in this module was significantly different from the rest of my classmates, as I couldn't get ZBrush to work and opted for Blender instead. This meant I had to look up my own tutorials, and follow along in class for the anatomy lectures only.
Below are all the tutorials I've found to be helpful.
After finding sufficient tutorials, I began to work on the 3D model. Of course, I had to start with a proper character turnaround sheet. This was the first draft that I made.
Following figure 1.2's method (skin modifier), I managed to make the first block out. I noticed immediately there were a lot of fixes that needed to be done, and I just couldn't get the lips right for some reason. I focused on adjusting what I could first.
After the minor fixes, I felt a bit satisfied with my work. It was a great first attempt. There were unfortunate discoveries after I tried to use the armature feature for the posing.
This was a major setback. I couldn't figure out where the artefacts were coming from. I remembered what Mr Kannan said in the first weeks, to delete them if possible. However, it wasn't possible as I was completely inexperienced and had no knowledge of how to fix it. I made the decision to start over, using a different method- poly modelling.
A slight problem, however, is that I believed the artefacts appeared because the A-Pose wasn't properly done, and the armpit area caused chaos. I decided to wait until after I finish my character design to make a proper turnaround- one in a T-Pose.
I separated them into three, which I could imagine a better base model to make the character of. I moved the horns further onto the forehead area as well.
I also added a top-view arm reference. I followed the tutorial (figure 1.1) to work on a poly model. The tutorial is complete and explained every step clearly, so I was able to follow- but it was definitely slow. After getting a better grasp on the shortcuts and tricks, I let go of the tutorial and free-styled the base mesh.
The first block out attempt with this method seemed promising to me, and with figure 1.3's video playlist, I figured out how to properly paint the model.
I absolutely enjoyed colouring, as I loved painting in general. I used this opportunity to shade the character a bit more clearly and draw on the previously lifeless gaze of their eyes.
There was a lot still missing, including a proper belt/sash and the tails from the shirt.
Final Works
Feedbacks
General Feedback:Reflection
This project was and still is extremely difficult to do. I enjoyed painting it the most, but sculpting is not my best ability. I learned how to use Blender a lot more fluently. It was really awkward trying to get vertices together, so the best I managed to do with my current skills was a quite low poly model. However, I did learn a lot in regard to anatomy and landmarks. I realized I really enjoy editing the vertices, so as a note for my future self- start small!
This task was extremely time-consuming, and I believe if I had a lot more time, I could perfect it. For now, even if the pose isn't great, I'm very satisfied with my final model.
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