(I'm redesigning, modeling, and rigging Gilbert Shelton's classic cartoon character, "Wonder Wart-Hog.")
blocked-out head
The modeling is divided into 4 groups: head, suit, hand, and boot. The head's the most complex component. Along with hair and fur, it incorporates eye, throat, gum, tongue, teeth, and tusk objects. It's created first so I have plenty of time to re-think and tweak it.
the skull at progressive stages
(click to enlarge)
The skull is an intimate anatomical guide for skin modeling, and maybe a skin deformer during the rigging process. That is, the skull would act as something for the skin to slide over, primarily for jaw movement. For either purpose, it'll be invisible to renderings, so complete accuracy is not important.
head blocking at progressive stages
(click to enlarge)
There are several stages to the construction of the head skin. The first is to block out the overall shape. If we use the construction of a skyscraper as an analogy, this is the part where I put all the girders in place.
time-lapse modeling
I wanted to try making one of these screen capture videos. It shows the modeling process of the skull and the head. It's sped up 60x; e.g., 1 minute video time =1 hour real time.
The remaining head stages will build more and more detail onto this framework. The next stage will ...
- refine the skin topology so it conforms to the underlying anatomy
- build the mouth, eyes, warts and all
- subdivide and elaborate
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