The stages of construction for my character summed up in a few images for a small exhibition book. Alas, the wonderful world of the internet let me down and the book never arrived in time for the exhibition (and still hasn't...), so I figured why let them go to waste. These about sum up the way in which the character was made. The initial wireframes were modelled in 3ds max, then sculpted in Mudbox with texturing done between Mudbox and PhotoShop. The only texture stage I would have anything to say on would be making the hair... Hair shaders in max are far and away the worst abomination to the digital world that I have ever encountered (Right up there with the paperclip from Microsoft Word), and in hindsight would be far better to do in Maya, or preferably have a bald character. Even with third party shaders (puppet hair, actually surprisingly a good set of shaders.) it took an awful amount of time and effort to achieve the results above, which aren't even anything all that special.
No comments:
Post a Comment