I got some really good feedback on how to improve my edge flow of the shoulders even further (thanks Nat!) and I have tried to adapt it towards that. I know that there are a lot of triangles on the back and thought about fixing that, but I remember one of our teachers saying that triangles should not make a difference since the computer triangulates everything anyway. Therefore I decided that I wanted to keep control of how they triangulate.
I am sure that there are still things that can be improved upon the shoulder but I feel that I have gotten a long way and have probably learned a thing or two about modeling shoulders.
Apart from the edge flow I have worked in z-brush to rotate her high-poly arm into position and adjusting the shoulder so that it looks good. After that I went back into Max to adjust the lowpoly just to fit the high-poly better.
I also added some muscles to her arm as from the feedback we have been given, some people do not understand the vision we had about creating contrast with size, so we wanted to see how it would look with some more muscles. We felt that the result made her character design better and decided to keep it. Therefore I had to do some alterations in Max, adding some geometry and moving vertices around. While I was working on the arm anyway I also tried to define her elbow just a little bit more to enforce the style we want to achieve.
This might seem to have taken a lot of time, which it did, but most of the day I have been busy writing lore, some of which you can read on our team's dev blog today. We are planning to do a series of lore posts, this was the first one giving a short introduction to Tamarrion herself. You can read it here: https://tamarriongame.wordpress.com/2015/10/16/lore-day-1-tamarrion/
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