Starting with the "wolf" from the last image, I created some species concepts. The topology on all heads is the same, just the points have been moved. (Ears are separate attachments and obviously not the same.) The image is in parallel projection so the head sizes can be compared. Also, I have removed the colors indicating the topological structure.
1. "Wolf" - the standard base I started with. Slightly modified from the previous image.
2. "Cat" - Muzzle is widened and has less of a downslope, the head is slightly rounded.
3. "Fox" - Muzzle is relatively longer, pointier, and the front angles back a bit more; the cheeks are less pronounced to provide a sleeker look. The junction of cheeks and muzzle has a flatter angle.
4. "Dog" - Muzzle is narrower and a bit longer than the wolf's, the forehead is flatter but equally wide. The eyes are narrower together (although it's hard to see), and the stop is lower and not as sharp.
5. "Bear" - The whole snout is massive, the cheeks are widened to give the head a wide, heavy look. Eyes are smaller and spaced wider apart. The top of the head has been slightly flattened.
Now, these low-poly structure studies with no texture or fur, dead sphere eyes, makeshift ears, no mouth, and cube noses are obviously not a very good end product, and will require more detail to make characters. They do provide a common look and have consistency of design. They also define the point between cartoonification and realism that the end product should have. What's definitely missing is appeal (how appealing can you be with insect eyes?) and individuality (depicting various characters within the same species).
Next thing should be to marry the head with the bodies to achieve match, and then onwards to refinement...
1. "Wolf" - the standard base I started with. Slightly modified from the previous image.
2. "Cat" - Muzzle is widened and has less of a downslope, the head is slightly rounded.
3. "Fox" - Muzzle is relatively longer, pointier, and the front angles back a bit more; the cheeks are less pronounced to provide a sleeker look. The junction of cheeks and muzzle has a flatter angle.
4. "Dog" - Muzzle is narrower and a bit longer than the wolf's, the forehead is flatter but equally wide. The eyes are narrower together (although it's hard to see), and the stop is lower and not as sharp.
5. "Bear" - The whole snout is massive, the cheeks are widened to give the head a wide, heavy look. Eyes are smaller and spaced wider apart. The top of the head has been slightly flattened.
Now, these low-poly structure studies with no texture or fur, dead sphere eyes, makeshift ears, no mouth, and cube noses are obviously not a very good end product, and will require more detail to make characters. They do provide a common look and have consistency of design. They also define the point between cartoonification and realism that the end product should have. What's definitely missing is appeal (how appealing can you be with insect eyes?) and individuality (depicting various characters within the same species).
Next thing should be to marry the head with the bodies to achieve match, and then onwards to refinement...
Category Designs / Miscellaneous
Species Unspecified / Any
Size 1193 x 466px
File Size 111.9 kB
Yeah, I could sculpt details on it, but as soon as I get back to animation, I'd have to retopologize anyway. Animation won't work properly with high-res meshes so ultimately I would need to define the low-res topology and bake the high-res one into a displacement map.
These samples are more or less defining where I want to end up with the low-res mesh (well, it still needs some subdivisions and carefully placed cuts obviously). It is fairly important to be aware of topology on this level so your deformations will later work out.
In case of the head, there is only the jaw bone, the rest will be morphshapes (at least in my workflow). From my experience with the former head (my current icon), the most critical area for morphs is the corner of the mouth because it is so loose in many animals and needs to deform freely. At the same time, throat and tooth geometry needs to be fixed, so hiding the polygon distortion due to morphing becomes quite a challenge.
I will keep posting samples up to the finished figure.
These samples are more or less defining where I want to end up with the low-res mesh (well, it still needs some subdivisions and carefully placed cuts obviously). It is fairly important to be aware of topology on this level so your deformations will later work out.
In case of the head, there is only the jaw bone, the rest will be morphshapes (at least in my workflow). From my experience with the former head (my current icon), the most critical area for morphs is the corner of the mouth because it is so loose in many animals and needs to deform freely. At the same time, throat and tooth geometry needs to be fixed, so hiding the polygon distortion due to morphing becomes quite a challenge.
I will keep posting samples up to the finished figure.
I have tried Sculptris in the past but it never really clicked with me. (I'm not sure whether Sculptris will still be developed now that this "ZBrush light" is coming to stores.)
I suppose that advanced ZBrush functionality like zSpheres and auto-remeshing and merging of primitives might help, so I can see me maybe using ZBrush in the future. On the other hand, I'm the kind of guy that tends to construct stuff bottom-up, so for the moment LP to MorePolys is also fine.
I suppose that advanced ZBrush functionality like zSpheres and auto-remeshing and merging of primitives might help, so I can see me maybe using ZBrush in the future. On the other hand, I'm the kind of guy that tends to construct stuff bottom-up, so for the moment LP to MorePolys is also fine.
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