Friday 27 November 2009

Haruka Sató - Stylized Cont.

Well, it's been a while since I updated. I guess it's time for progress shots, yay! Anyway, in general the modelling has been going well, since this was a new style I was eager to get started, but the eagerness soon faded as I started sculpting and realized that even something that seems so simple in 2D is just as hard in 3D. Certain parts were easy and just a matter of deciding tension points and general aesthetics, but the face and eyes were haaaard. Though I say that, you must know that it's in relation to the other parts of Haruka, but the face is important for the overall look, since it's so damn big, it has to look right, right?



So here's where I am currently, people say it looks creepy, and I tend to agree with them - but I also think it's kinda cute, which perhaps says more about me than I realize. Maybe I'm too close to it, or maybe I just know too much about it. Since I can say to myself, "Well, before it looked like..." and take some comfort in how messed up it looked before. Or maybe I'm some kind of Alien lover. In general, one of the things I was trying to do was add character to basic form. Some characters just have...character, but usually the best thing to do is keep them neutral if you plan on doing facial rigging and animation. I guess I should stop focusing on that in the future, that might make it easier to add some drastic facial expressions in my sculpting stage which I haven't done yet.


Apart from creepy, people haven't really said much about it, though I'm trying to make it cuter just because that's what the concept art looks like, even though I think I've come as close to the concept art as I can get - especially in regards to the hair, which is my favourite part. The main difference between concept art and 3D model is the belt/skirt area. It's a lot thicker in the 3D model and less flowy, because mainly if it wasn't it would be hard to get those dynamic movements when animating. Also, the belt buckle thing had to go. It just looked wrong, which kinda supports what I was thinking about things in 2D don't always work in 3D. It's mostly a compromise job, since a lot of ideas and concepts just spring out in 3D that wouldn't work in 2D because of complex drawing angles (not that I suppose that stopped anyone who's actually good at drawing).

So far, Steve said the eyes are too far apart, which is an easy fix (in both ways, easy to change and easier to reverse should it look bad). I think that could help a lot (also, eyebrows! Only villains have no eye brows...) though it remains to be seen. Secondly he said the forehead was too harsh, which I can see as well. Perhaps roughing in a hairline will help? My only worry is that it'll change the mood a little, but we'll see huh?


Lastly, random picture I drew in class today. Didn't have much else to do, and I suppose tomorrow's lesson will be shorter in that I really need to be at home to finish Haruka, retopologize her and then bake her. That sounds weird, even to me. I hope I can finish retopology tomorrow, but it can be so boring that I often procrastinate while doing it. Oh well, no time for such luxuries, deadline in 2 weeks or so and I haven't even started my contextual studies part. Not that pushing contextuals to the wire has ever stopped me from completing it before. I'm getting pretty quick at 3D modelling/creation, but it certainly doesn't mean my work load goes down.

1 comment:

  1. I love this, man. The hair is particularly impressive. You really captured something in the expression too. I think she looks haunted.

    Oh and "retopologize her and then bake her" ...?? Haha.

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