I began modelling the hat by using a cylinder, making use of many subdivisions and lots of vertices to manipulate the hat into a desirable shape, making sure to model the hat as a similar scale to the head so as it would fit onto the head with relative ease.
I selected rings of vertices and used the mainly the scale and translate tools to modify their positions.
I also needed to model a boot for my character, and tried two different methods before I got a boot I was happy with, as the first did not yield desirable results.
I started with a base cube, inserted a couple of extra edge loops and extruded a face to create the lip of the sole, from here I created the heel and built upward on the cube to create a boot which I was happy with, and from here I could progress forward.
I needed to UV these meshes also, in accordance with the other geometry my character is comprised of, I repeated the same methods as before, splitting the UVs on one side of the model in order to unwrap it neatly.
Once both the boot and the hat were unwrapped, I used the remaining space within my texture sheet to allocate them a place at the bottom and top right respectively.
From this point I was able to begin the development of my high poly meshes within Mudbox.
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