So! This week I started out working on getting a base mesh going with nice clean topology for the body and face, and blocking out proxy versions of the armor pieces to situate everything, and also to use as starters for the low poly pieces. Next up will be working on hi poly versions of everything!
I'm hoping to get most of the hi poly modeling done on the hard surface pieces in Max before going to zBrush for details, which always seems to give me cleaner hard surface stuff than if I blocked it out and then sculpted all in zBrush. Now that zBrush 4R7 has poly modeling tools, though, it might be worth taking them for a test run for this project.
Here are some progress shots of the lovely lady so far:
The provided concept art in the background |
It's a balance between keeping close enough to the concept, and also tweaking things so they look good to my eyes in 3D. |
Trying to keep everything simple at this point. From my in-game *ahem* research, lot of GW2 armors make use of double sided planes and alpha, in any case. |
Long way to go, but it's a start! Trying to get as much feedback as I can at each stage so that I'm at least cramming new information into my head.
Working on this has also made me want to play some more Guild Wars. For science.
Will (hopefully remember to) post updates as I go!