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Writer's pictureAvery Buffington

Thesis Production Blog Week 6

This week I worked on making the first iteration of the base mesh for the painter character in ZBrush. He's looking pretty rough but for just a few hours of work I think he looks pretty good. His dome is a little too specular and bare haha. I'm hoping to also get the clothes to be a bit more sculpted separate from the body. Eventually the body underneath will be deleted besides the head and hands but in theory the cloth will look less like a skin tight spandex suit that's just extracted from the body mesh.

We wanted to include the clothes in the character model so they are part of the rig. When designing the later character iterations something that I thought about consciously while making the clothes was picking things that would be pretty tight to the body frame to avoid cloth sims. I believe that our group could totally figure out cloth sims if we wanted to but since clothing isn't central to our short we have currently not expressed interest in doing cloth sims. The only piece of clothing in the concept art that extends past the body is the coat the character wears at the beginning that vaguely resembles wings, but the tails/bottom of the coat would be simple enough to rig with bones and good weight painting. This could also be cut if necessary. We also thought that modeled clothes would go better with our stylized direction. As far as I'm aware, this sentiment also extends to hair. We know modeled clothes and hair can look good when executed well. Two of our main stylistic references Arcane and The Tall Grass (Love, Death, & Robots) both have geometry hair/clothes.


I also worked on concept art for the interior of the studio room. I experimented with making more of a detailed version of the way the room looks in the later storyboards with more high density detail on the wall by the window. I got a bit frustrated with the angle that I tried drawing it in because through trial and error I realized that 1 point perspective makes the room way too cramped and foreshortened to really be helpful at all for layout or asset detail. Next week I will instead go back to the drawing board and take my ideas and convert them into a more three-dimensional version. I also made a little sample of maybe a subtle wallpaper texture idea that ingrains the moth/forest motif more into the house. I imagine maybe it would be barely visible but a little treat for an eagle-eyed viewer. Several group members had talked about wanting a cool textured wallpaper so I made sure to include that in my concepts for them.



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