I’d swiftly moved on with my sculpt for my pilot captain, adding the remaining main forms like the gloves and the shoes. I also went around the sculpt and refined shapes and added details to parts like the jacket collar and the belt. This was a straightforward process as I knew what style and proportions I should attribute them to and so completing these brought me to the end of my sculpting phase.
I’d spent more time sculpting than I’d initially thought but in retrospect I think that’s for the best purely because this stage was where all the major decisions needed to be made. To spend some extra time making sure I was happy with the sculpt and making necessary design changes meant that later down the line I was less likely to need to go back and re-bake something from the high poly or change/fix an aspect of the character entirely. The majority of the problem solving took place in this step so giving myself time to figure things out is probably good.
With all the sculpt finished
though, it was time to retopologies and unwrap the model. I exported out the
model in parts (e.g. the head, the torso, the helmet, etc) because I would bake
them all separately to reduce the chances of artifacts spreading onto unnecessary
portions. I’d retopo in 3D Coat which I was familiar with so the process
shouldn’t be too jarring and definitely won’t take as long as sculpting.
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