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4.2 project 2 Advanced and Experimental 3D computer Animation Techniques

Week 5 Advanced and Experimental 3D Computer Animation Techniques Project 2

My job this week was to make a character model; I used Maya to make the most basic shape and then added details to this shape.
I used Zbrush to add detail, and as I kept using Zremesher, my model became a high-holy model.
At the same time, I put my design into Zbrush to check the scale of the character, and I found a big difference between 3d and 2d and that sometimes you can’t make the body exactly to 2d scale.
I used Zbrush’s default hand model to save time and modified it.
Face sculpting is particularly difficult as I needed to give the character the characteristics of a fish and still make her look good, and as we all know, the fish man just does not look good…
I also focused on the muscles, including the abs and the muscles on the shoulders, to make the character fit a whale shark’s character and make her look well-built.
I modeled her fins on those of the whale shark, which was a bit fiddly to sculpt, but worked out well, and the whale shark’s fins looked hard, so I carved them with sharp edges.

I learned this week that it’s tough to get a 3d model to look exactly like a 2d drawing…

The basic bady

Importing 2d designs into Zbrush to control the scale of the model

However, the model’s scale was not good according to the 2D design, so I changed it a bit.

It’s really hard to get a good sculpted face, especially with a flat nose

Because fish don’t need noses, and if I remove the nose, it may look like Voldemort …. that would be too creepy, so I changed it to a flat nose.

(What a perfect chest and abs)

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