Character Modeling - 3D Modeling Final Project
Here is a concept of an archer I made. The style would be in a low poly toon shading style.
Background story :
Every year, a young man is chosen by the gods to protect the village from demons lurking in the forest. The chosen one is equipped with special power to vanquish the demons.
My character's main weapon is bow and arrows. However he also has special abilities in using talismans and spells to control the person shaped papers to aid him in battling the demons. To instill fear, my character left blood stains on his clothing as a sign that he's powerful and dangerous. Some of his clothing are also made from the remnants of the demons (like the bag with the claw and the purple scale-like fabric).
First, I started making the basic shape. Following my orthographic drawing, I blocked out simple meshes to create the desired silhouette.
I then refine the shape by adding more divisions. For the hair, I decided to sculpt in Zbrush and retopo with quad draw because the shape is quite complex. For the head, I ended up making a new one but still following the initial shape I made. A problem I encountered with the face is that the facial features would distort when texture is added. Which is why I added more divisions in the eye area to keep the texture in place.
I started UVing and texturing the model. First I created the UV with either automatic, planar, cylindrical, normals or best plane. Then I cut, sew and unfold. Lastly, I make sure the UV is in a good shape by using the grab tool. For textures I keep it simple first, I simply copy and pasted my painting from the concept and clean the edges.
Here is the final model without texture. I keep on alternating between texturing and refining the shape. I had the most struggle with the hair.
As I am done with modeling, I continued to refine the texture. Because I am going to use the solid toon shader, which is a flat shading material to achieve the 2D look, I need to add the shadows in the texture. I mostly add a purplish shadow with the multiply blend mode in photoshop. Sometimes I add soft light or overlay too to add contrast and make it pop.
Below is the 3D model, with drawn textures, solid toon shading and Arnold rendering
As you can see I have a trouble in making the transparency work on the shader. Even though it looks transparent in maya, when rendered it's still opaque.
I did a quick rigging with the quick rig feature in Maya. It works well with the exception the lack of finger joints. Because I couldn't find a way to make it work, I just pose my character with whatever is possible. After posing, I delete history, tweak and clean up some of the geometry and render with Arnold.