Now that I've been given a week to model the character all over I've decided to spend the rest of my day doing some R&D figuring out the best methodology. I hope that my file won't be corrupt this time and I need to make sure everything is working. I also need to receive the green lights from the technical director, Producer and Director.
First I'm going to model a base shape with proper topology for the joints. Then I'm going to use a texture deformer for get some cloth tapering effect. I also want to use hard edges in specific areas to make the tapering effect stronger. I'm going low poly this time seeing I'm also afraid of using subD preview this time.
First do the base shape and then subdivide once for tapering.
My plan is not to work with so many polys for the base. I should be seaking a good silhouette to work with and then I can later add in more polys in specific areas to define cloth pieces.
. (2015, May 24, 2008). Street Cop Workflow. [Weblog]. Retrieved 4 November 2015, from https://area.autodesk.com/tutorials/street_cop_workflow_by_mashru_mishu?o=print
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