Difference between revisions of "Roguedevelopmentdiary"

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= Rogue Development Diary =
 
= Rogue Development Diary =
Tutorial by [http://www.polycount.com/forum/showthread.php?t=98115 Lee 'almighty_gir' Devonald]  
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Tutorial by [http://www.polycount.com/forum/showthread.php?t=98115 Lee 'almighty_gir' Devonald]
  
  
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== Week 1 ==
 
== Week 1 ==
  
Week one started with a bang. We all got together on Google+ (something I was sceptical about... I’m not a social networking fan) but actually it has some AMAZING features. Screen sharing is just mindblowingly fantastic even if it’s in its infancy and lacks some features. I’d strongly recommend it to anyone considering a collaborative project.
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== Week 2 ==
 +
Now, the course at this point takes a wider scope... weeks 2, 3, and 4 are actually joined at the hip. They focus on making a base mesh, blocking out, and sculpting.
  
This week consists of choosing our girl, collecting reference, and... Drawing. Emphasis here on drawing. I’m not a fan at all; I think I suck at drawing which makes me not want to draw which has led to it being a self fulfilled prophecy! I don’t practice because I think I suck and because I don’t practice I DO suck! But that’s okay! This isn’t a drawing master class and truth be told I totally understand the reasoning behind the drawing part of this exercise.
+
I built a base mesh during week 1, while sketching. I wanted to stay a little ahead of the curve if possible, and I LOVE sculpting. So getting into that part of it as early as possible was a must for me.
  
When top artists tell you to try drawing your subject before you model them it’s to help you become more intimate with the subject, to see it from more angles than you may already have and more importantly it actually helps you to find out things you might have missed at a cursory glance. There are quite a few things I picked up drawing Rogue that I would have missed if I didn’t do it. The relationship between the shoulders and hips, the elongation of the torso... these are things you can make a guess at by looking at pictures, but when you start to draw the character you quickly understand how they’re exaggerated, and how easy it would be to go too far and make it all wrong!
+
Anyway! Rambling aside this is how I went about building my base mesh.
  
It’s at this point I’m going to introduce you guys to a couple of things. I don’t really have a massive concept bible. Instead I focused on a single fantastic reference. This would be my primary sheet, the one I use when all else fails.  
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=== The Head ===
 +
I wanted to keep it quads where possible. This is a good rule to follow when you’re looking at sculpting, too many triangles and even too many “poles” (vertices which share more than four faces) can give you an inconsistent smoothing result which is obviously not a good thing. That said, my mesh has a couple of poles here and there, and two triangles... well, two in “prominent locations” anyway.
  
 +
I had originally intended the head of the mesh to be as plain as possible... pretty much a subdivided cube attached to a neck. But then I also wanted to practice my topology, so ended up making a head with edge loops and such. No truly defined features where possible, but still decent topology. So when making the head I focused hard on clearly defining these loops:
 
{| border="1" cellpadding="2" cellspacing="0"
 
{| border="1" cellpadding="2" cellspacing="0"
 
|-
 
|-
 
|}
 
|}
  
    Creating a nice strong loop from just above the nostril, to the chin, this goes around the mouth completely. If you want to know why, go look in the mirror and open your mouth as wide as you can. You’ll see the line I’m talking about!
+
* Creating a nice strong loop from just above the nostril, to the chin, this goes around the mouth completely. If you want to know why, go look in the mirror and open your mouth as wide as you can. You’ll see the line I’m talking about!
    Creating loops around the eyes can “seem” like a pain, but only if you’re trying to force detail in. Remember this mesh is for sculpting... vertices will get pulled and pushed around all over the place. As long as your topology is nice and clean, it will hold up in your sculpt. It’s easier to move a vertex into a new position while maintaining your good loop structure, than it is to have to deal with bad topology and the sculpting issues that follow.
+
* Creating loops around the eyes can “seem” like a pain, but only if you’re trying to force detail in. Remember this mesh is for sculpting... vertices will get pulled and pushed around all over the place. As long as your topology is nice and clean, it will hold up in your sculpt. It’s easier to move a vertex into a new position while maintaining your good loop structure, than it is to have to deal with bad topology and the sculpting issues that follow.
    Nice loops around the lips. Remember that the lips do NOT end in a point at their corners, when the mouth is open it should make a nice O shape, no poles, no triangles, and no excuses!
+
* Nice loops around the lips. Remember that the lips do NOT end in a point at their corners, when the mouth is open it should make a nice O shape, no poles, no triangles, and no excuses!
    Some nice loops around the ear can’t hurt. They help to support a nice even topology within the ear itself. This is one area of my base mesh where anatomy is almost entirely forgotten in favour of even topology... I’d rather sculpt the inner ear completely than try to model it and have to worry about topology.
+
* Some nice loops around the ear can’t hurt. They help to support a nice even topology within the ear itself. This is one area of my base mesh where anatomy is almost entirely forgotten in favour of even topology... I’d rather sculpt the inner ear completely than try to model it and have to worry about topology.
  
 
Hopefully if you’re looking to build a base mesh and you keep these things in mind, you’ll have a finished product that will hold up well in sculpting, and will serve as a half decent guide at the same time. Remember that a lot of these loops are placed according to muscle structure, so when you come to sculpting you’ll find less resistance along those lines, and more resistance along lines which aren’t supported anatomically.
 
Hopefully if you’re looking to build a base mesh and you keep these things in mind, you’ll have a finished product that will hold up well in sculpting, and will serve as a half decent guide at the same time. Remember that a lot of these loops are placed according to muscle structure, so when you come to sculpting you’ll find less resistance along those lines, and more resistance along lines which aren’t supported anatomically.
  
The Body
+
=== The Body ===
 
+
 
Here is where things can be quite interesting. I decided to keep a largely even polygon distribution so as to make sculpting easier, but at the same time try to include loops around areas which would have naturally high definition.
 
Here is where things can be quite interesting. I decided to keep a largely even polygon distribution so as to make sculpting easier, but at the same time try to include loops around areas which would have naturally high definition.
 
 
{| border="1" cellpadding="2" cellspacing="0"
 
{| border="1" cellpadding="2" cellspacing="0"
 
|-
 
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|-
 
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== Week 2 ==
 
  
== Week 3 ==
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* Pectoral – Bicep transition.  This line would be present in a male character and in actuality, would  be far easier to produce. But alas, women have breasts, and in this case  they got in the way somewhat! The line would normally trace the lowest  part of the pectoral, up to the deltoid, and down the bicep. But in  the  case of a woman I thought it should trace naturally around the  breast  instead of the pectoral. Notice also how the breast is largely  formed of  a sphere and merged into the topology of the chest.
 +
* A clear  area of definition for high definition is the connection of  the neck  muscles to the clavicles.  The clavicles themselves tend to  be fairly  well defined on slim and muscular people, but the neck  muscles  themselves can tend to protrude slightly.
 +
* Twisting the edges  from the elbow to the wrist can really help when  it comes to sculpting  the arm muscles. They naturally twist this  direction on the forearm  which can help reduce resistance when  sculpting.
 +
* Belly button!  An entirely optional thing. It can really help to  find the “centre” of  your character by defining their belly early on.
 +
* Defining the  knee like this can be very helpful, like the belly  button it is a  natural centre for the legs and is one of the most  defined areas on the  human body.
 +
* Here’s another area where you can keep a fairly even  polygon  distribution but also help to define a muscle group; this one  is the  transition between the latissimus dorsi and the trapezius.
 +
* Depending  on how well defined you want your character; this set of  loops can  really help sell the triceps, the humorous, and the elbow.
 +
* This loop is introduced to help define the shoulder blade (scapula).
 +
* This  loop serves a dual purpose. Firstly it forms a great  terminator for an  edge loop that comes over the top of the skull...  there were just too  many loops to let them go across the body! And  secondly it allows for  definition of the neck muscles.
  
 +
As you can see, I put some effort into keeping as even a distribution as possible, whilst trying to define some key areas.
 +
 +
=== The Zbrush ===
 +
 +
And the final stage was to create suitable polygroups in Zbrush.
 +
 +
== Week 3 ==
 
== Week 4 ==
 
== Week 4 ==

Revision as of 08:56, 18 August 2012

Rogue Development Diary

Tutorial by Lee 'almighty_gir' Devonald


Week 1

Week 2

Now, the course at this point takes a wider scope... weeks 2, 3, and 4 are actually joined at the hip. They focus on making a base mesh, blocking out, and sculpting.

I built a base mesh during week 1, while sketching. I wanted to stay a little ahead of the curve if possible, and I LOVE sculpting. So getting into that part of it as early as possible was a must for me.

Anyway! Rambling aside this is how I went about building my base mesh.

The Head

I wanted to keep it quads where possible. This is a good rule to follow when you’re looking at sculpting, too many triangles and even too many “poles” (vertices which share more than four faces) can give you an inconsistent smoothing result which is obviously not a good thing. That said, my mesh has a couple of poles here and there, and two triangles... well, two in “prominent locations” anyway.

I had originally intended the head of the mesh to be as plain as possible... pretty much a subdivided cube attached to a neck. But then I also wanted to practice my topology, so ended up making a head with edge loops and such. No truly defined features where possible, but still decent topology. So when making the head I focused hard on clearly defining these loops:

  • Creating a nice strong loop from just above the nostril, to the chin, this goes around the mouth completely. If you want to know why, go look in the mirror and open your mouth as wide as you can. You’ll see the line I’m talking about!
  • Creating loops around the eyes can “seem” like a pain, but only if you’re trying to force detail in. Remember this mesh is for sculpting... vertices will get pulled and pushed around all over the place. As long as your topology is nice and clean, it will hold up in your sculpt. It’s easier to move a vertex into a new position while maintaining your good loop structure, than it is to have to deal with bad topology and the sculpting issues that follow.
  • Nice loops around the lips. Remember that the lips do NOT end in a point at their corners, when the mouth is open it should make a nice O shape, no poles, no triangles, and no excuses!
  • Some nice loops around the ear can’t hurt. They help to support a nice even topology within the ear itself. This is one area of my base mesh where anatomy is almost entirely forgotten in favour of even topology... I’d rather sculpt the inner ear completely than try to model it and have to worry about topology.

Hopefully if you’re looking to build a base mesh and you keep these things in mind, you’ll have a finished product that will hold up well in sculpting, and will serve as a half decent guide at the same time. Remember that a lot of these loops are placed according to muscle structure, so when you come to sculpting you’ll find less resistance along those lines, and more resistance along lines which aren’t supported anatomically.

The Body

Here is where things can be quite interesting. I decided to keep a largely even polygon distribution so as to make sculpting easier, but at the same time try to include loops around areas which would have naturally high definition.

  • Pectoral – Bicep transition. This line would be present in a male character and in actuality, would be far easier to produce. But alas, women have breasts, and in this case they got in the way somewhat! The line would normally trace the lowest part of the pectoral, up to the deltoid, and down the bicep. But in the case of a woman I thought it should trace naturally around the breast instead of the pectoral. Notice also how the breast is largely formed of a sphere and merged into the topology of the chest.
  • A clear area of definition for high definition is the connection of the neck muscles to the clavicles. The clavicles themselves tend to be fairly well defined on slim and muscular people, but the neck muscles themselves can tend to protrude slightly.
  • Twisting the edges from the elbow to the wrist can really help when it comes to sculpting the arm muscles. They naturally twist this direction on the forearm which can help reduce resistance when sculpting.
  • Belly button! An entirely optional thing. It can really help to find the “centre” of your character by defining their belly early on.
  • Defining the knee like this can be very helpful, like the belly button it is a natural centre for the legs and is one of the most defined areas on the human body.
  • Here’s another area where you can keep a fairly even polygon distribution but also help to define a muscle group; this one is the transition between the latissimus dorsi and the trapezius.
  • Depending on how well defined you want your character; this set of loops can really help sell the triceps, the humorous, and the elbow.
  • This loop is introduced to help define the shoulder blade (scapula).
  • This loop serves a dual purpose. Firstly it forms a great terminator for an edge loop that comes over the top of the skull... there were just too many loops to let them go across the body! And secondly it allows for definition of the neck muscles.

As you can see, I put some effort into keeping as even a distribution as possible, whilst trying to define some key areas.

The Zbrush

And the final stage was to create suitable polygroups in Zbrush.

Week 3

Week 4

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