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3D Character Creation Series: Part 2, Character Sculpting.

Work In Progress / 06 December 2021

3D Character Creation Series:

Part 1
Part 2
Part 3
Part 4

3D Prop Creation Making
Final Product

Sculpting Process took me 1 weeks in making because I want to perfecting the details of the character and receiving a lots of feed back with my sculpting technique. 

what I like to do when I begin my character sculpting is that thinking in terms of silhouette, same as when I think of character concept.
I like to think in terms of "primitive shapes" when it comes to sculpting my character.
The reason behind it is to ease me to shape the character in larger scale. and also make it easier to do some modification when I am not satisfied with certain parts of the body without have to worry that I'll alter the other parts of the body.
First thing first, I focused on creating her body

placing these primitive shapes together to create the body without merging them together. each primitive shapes would be ZRemashed to lower its polygon so that shaping process would be much faster, smoother and easier.
After I am satisfied with the shape, I merged them together and DynaMesh them to fill out the gaps between each of the primitive shapes. I make sure to black them out so that the silhouette that I want is translated perfectly. Use Divide to solidify and smoothen the character even more.

The second thing I focused on is her face.

I created a couple of sphere (eyeballs) and place it on top of the face mesh to ease out creating of eyelids and sockets on the face and then use ZRemasher again on the face to ease shaping the general form of the face. I generally use ClayBuildUp brush to sculp the face in the beginning, after I got the shape that I desired, I smooth them out and use SnakeHook brush to clean up the shape and to make sure the size of the face is proportional. After that, I use DamStandard Brush to emphasize the lines and create details on the face and then use Divide to solidify and smoothen the whole face.
For the lashes and the eyebrows, I've created them in different sub tools apart from the overall face. As usual I used ZRemasher again to shape them. This time I only use SnakeHook brush to shape everything and use DamStandard brush to create details. Use Divide for finishing touches.


I focused on the hair and hat creation for my 3rd step. I used the same process of what I did on the face and the body.

4th, her hair:

This time I use slightly different technique when it comes to her hair-roots. I masked on top of her head in which the roots of the hair will cover and use Extract with ~0.005 thickness. As with any other parts of the body, I've used the same process (ZRemesh> SnakeHook> DamStandard>Divide). 

5th, extra Acsessory of her hat:

6th, Upper Clothing:

7th, Socks:

8th, Ruffles and Skirts:

The 0 thickness is important so that the fabrics on the ruffle and skirt is on 1 face mesh to reduce the unnecessary polygons. It is also made it easier to create a mesh in which it is thin and light.


360 sculpture viewing:

Front
 

Side 1,

Side 2,

Back,

For body blocking, I'm using a refrence from Turbo Squid

My struggle on this sculpting is to get my folding of the clothes right.
At first, the "bulging" from the folds were too big because I've used big DamStandard brush and intensity. I ended up have to smooth it out and using smaller DamStandard brush.
In order to create more realistic folds, I used references from the other existing 3D Models or in real life example:

The sculpting still need a bit of refine especially on the folds and the broderies. After this, Retopology is in order.