This week I made more details of the character, again using Maya to create the general shape of the hair; I wanted the character’s hair to look like clay material and didn’t intend to make it hairy, as the design of the art style I will make the hair glow.
I imported the basic model into Zbrush to sculpt the details and created some textures to make it look like a bundle of hair that had been tied up.
(The detail is barely visible after I add the glowing material to the hair..)
Similarly, I made the basic ear shape in Maya and then sculpted the details in Zbrush.
I also tried to make flippers for the character’s hands, but again, it needed to be made in a transparent material, so I abandoned that design.
I created more detail on the face, separated the upper and lower lips, and hollowed out the mouth.
Once the model was complete, I imported it into Maya and started topology, turning on symmetry mode and topping up the whole head, beginning with the eyes, then linking it to the chest, back, arms, and gradually the tail, which was a lot of work as I needed to think about the correct number and position of each line.
Similarly, I made the ears and hair, which will be imported into unreal as a low-poly model of the character.
The next step was to cut the UVs; I split the material into three parts: hair, eyes, and body.
The basic process of making hair

finish the basic model

import to Zbrush

starting made some details




The basic process of making hair




made the detail of ears


Spikes on the elbow, a means of protection for the mermaid

Flippers


Details on the face


Parting of the lips

low poly model topology






Face effect


Link the chest


Making Hands


Making the arms, linking the chest

Finishing the elbow line neatly

Topological body model


Make hair and ears in the same way


UV cropping


