- Collecting References
- Background Templates and Key Facial Zones
- Step 1. Creating the Initial Design
- Step 2. Dividing the Work Into Zones
- Step 3. Plotting Points in 3D Space with Rail Molds
- Step 4. Developing the Cage Further with Key Facial Zone Object Rails
- Step 5. Modeling Isolated Key Facial Zones
- Step 6. Connecting the Key Facial Zones Together
- Step 7. Creating the UV Map for Painting
- Step 8. Mixing Mediums for Texture Creation
- Step 9. Applying the Fur
- Step 10. Fur Combing
- Step 11. Fur Coloring, Shading, and Shadowing
Step 5. Modeling Isolated Key Facial Zones
With a satisfactory cage, the bulk of the work can start by modelling a small piece of the structure at a time. There is a lot of work in this step, but by working on a separate aspect on its own right can lighten the workload.
Now with the cage built, you know where everything should be in respect to the key facial zones marked out earlier. Each key facial zone can be modelled in isolation using the cage as reference for volume and placement in 3D space. Not having to worry about proportion as much at this stage (because you have being worrying about it up until now) really made this process a lot easier. As you can see from Figure 5, each zone is sitting in isolation giving the opportunity once the parts are complete, to again tweak that all important factor of the proportional relationship of the key facial zones. When it is right, makes for a believable proportional volume.
Figure 5 Isolated key facial zones modeled within the modeler interface.
When you model in isolation, it makes it convenient to share your project workload. This is a very interesting point because the ability to split the workload across a team of modelers can save a lot of time if deadlines are tight. Because you have your 3D blue print you know where every part that makes the whole should be.
Create the parts for one half of the head and then mirror them to create the whole structure. Then, manipulate the parts on one side of the head making it asymmetrical.