Wednesday, July 13, 2011

Personal Project - Cowboy WIP 1

I've started working on a personal project to improve my portfolio and try some techniques. I'm working with my friend who is an animator (yes... once in a while animators stop complaining about rigs and have some friends... jk) and we're planning a short story (maybe) or something else to do with this model.
It's a work in progress but I would like to show some of my steps so far.


Concept
We decided to go for a cowboy after watching Rango too much (not really, but it's a great movie) and as I had almost started modeling one for a couple of times.
And we chose to have a clean model with not so many details but work a bit more on the textures.
 So after a few sketches, here's the chosen concept.

click to enlarge
Concept Art / Character sheet
Modelling
So I started modelling in 3dsmax, started with a box then divided a couple of times and gave the basic form following the character sheet. I didn't worry too much about the loops at this stage, specially for the head. With the base mesh done I sent it to zbrush to set the proportions right and smooth some parts. Back to 3dsmax (thank goZ) I played as Jack the ripper and separated him in a few parts (to make the clothes and accessories).

click to enlarge
The Modelling steps
Again in Zbrush was time to go into more details, sculpting time! It's a fun process...

Zbrush is awesome! Click to enlarge

The head
It wasn't yet sculpted in full details, it was time to work in the topology.
So I exported from Zbrush a higher mesh (not the highest because I would not be able to work in 3dsmax) and used a great free script called Max_Retopo which made this job much easier.
Since it's gonna be used for a video I didn't have to worry too much about poly counting, but I tried to keep it not too high.
Head Retopology - I uesd some lines for a start then transformed them in polys.
It still need some tweaks (specially in the arms) but it's getting there
This is all for now, I'll try to post more in one or two weeks.

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