In this blog, I want to talk about the techniques I used for doing the hair and dress for the character. I plan to sculpt the hair directly in Zbrush, as I mentioned before in the blog in week 6. It is easier and have lots of control on editing the look and shape.
I have tried the cloth modifier in 3ds max by myself for doing the dress, and also asked help from my group members. But none of them work well. I also tried connecting two line shape and edit the mesh that is generated. the result is like the image below. However, This way was done before the character was been posed, so after the pose change it should change again, and it will be easier if i just start over in zbrush.
Since I am pretty new to the digital sculping, I found some guides online that help me a lot to do the hair and dress.
For hair, the detail should come gradually, start with the low resolution and the silhouette shape. and then start to build up the big hair strand by add clay. The DamStandard brush is really helpful to defining hair clumps. One of the really important key that I feel to make the hair looks more nature and realistic is the hair should feel the clumps is overlapping each other, specially the master big hair strand. (Below is the silhouette shape)
As the way I am doing for dress in 3ds max, in Zbrush the way I used work in way has similar theory which is bridging two shape to form the mesh. But these line shape we are using has to come from a subtool (mesh) by using a brush called The Bridge curve brush. Then shape the mesh according to the body’s pose, and draw the drapery accordingly.
Now the final result of the character is look like this.
Cain, J. W. (2016, April 11). 10 top tips for sculpted hair in ZBrush. Retrieved 2017, from https://www.3dtotal.com/interview/780-10-top-tips-for-sculpted-hair-in-zbrush-by-james-w-cain
G., P. M. (2016, July 27). Cloth and drapery trick in ZBrush. Retrieved 2017, from http://www.zbrushguides.com/cloth-drapery-trick-zbrush/
As for the design concept, the main character, a female character which is kind of warrior and goddess type, has tree pairs of wing at the back.
In order to make it easier, I mainly used the Zbrush brush to form the shape of the wing. This method I learn from a tutorial from youtube that I really want to give credit to. I modeled the feather structure in 3ds max first in order to have more control on the topology. Then import it to the Zbrush and used brush to automatically duplicate it and form a wing shape. The image below is the result I got.
It us still not perfect, the feedback I got is the wing seams do not have structure and looks too uniform. If you look at the references below, you will noticed that all the wings have an arm like structure to support the wing. And the feather looks kind of random sizes.
After getting the feedback from the lecture, I added a arm bone on it. While it is still looking too stiff because of the arm bone is looking like a pipe. So late I again adjust the arm bone, trying to make it has variation on the thickness. And add a gradually bend between the arm bone and the feather.
This is the final look of it.
최연수. (n.d.). 무료 3D 모델링 프로그램 Wings 3D 1.5.1 버전이 나왔습니다. 한국어 메뉴 지원합니다. Retrieved 2017, from https://plus.google.com/ korea3d/posts/j5BLsbDmJAN
In out project this time ,we are trying to avoid having a lot of animation and more concentrate in modeling. Our main character is basically a statue, which barely move. The only movement is the hand that shooting an arrow.
The character model I have initially is in T pose, since the animation is only on hand, we do not need to rig and skin the entire body. So it would be better if I pose the character directly. There are several ways to to acheive the posing stage, After doing some research and doing some trial. The best way I found is using Zbrush to pose.
Because I am not really familiar with Zbrush, I actually faced lots of problem when doing it, and I consumed lots of time to search and find solutions.
The way I am using is the plugin in zbrush named Transpose Master. It merge all the subtools or seperate asset as in one, then you can either transpose it or use zsphere rig.
I mainly use zsphere rig, and in the progress, I keep saving version file for the rig tool along with the deformed mesh, in case anytime I want to go back or continued edit the pose I can re use the rig I did. Below is the pose in progress.
However, there is something went wrong after confirm the transpose, all the subtool have to deform as what it is changed. But the mesh messed up. It start to appeal something like this.While they went okay after I restart the program.
The final body pose is now looking like this.