Support Blender Core Development with a monthly contribution.
The creators who share. Access production content and knowledge from the Open Movies.
Latest news and updates on Blender development.
Join the community and help with design, development, docs and more.
A platform to collect and display the Blender Benchmark results.
Documentation on Blender's features, tools and API.
The yearly event that brings together the Blender community in one place.
Download the latest Blender version, or try the beta!
You can join Blender Studio for €11.5/month and get access to all of our training & film content instantly!
Login Join Blender StudioRain - Character Development
July 19, 2023
info License: Krystal InstituteAuthor
Go and grab the .blend file here
Once the full body sculpt was done I started retopologizing it. This started with the head, then the body and afterwards the hair and clothes. The colored face loops are there to show the edge-flow of the body topology. The clothes like the top & jeans are mostly copies of the underlying body but with different edge flow where the geometry is different (shoulders) and where I modeled in wrinkles. I definitely wanted to hard-model the wrinklesin to not rely on any displacement or normal maps, since they are already very stylised & big elements. There are also additional changes from the original sculpt like better defined pockets, shoes and additional wrinkles.
An important change in the retopology was that the eyes had to be closed. This makes the rigging & texturing process much easier. After the retopology was done I added basic shapekeys to open & close the eyes & mouth, which helped during the UV unwrapping & texturing/shading.
0 Comments
Join to comment publicly.