This week has been a battle, I have been set back considerably. I have not accomplished what I set out to finish this week. My super-soldier character has been completely modeled, but still needs to be rigged.
Aside from my other classes, one of the reasons why I have been set back is because I was sculpting my character to begin with, then realized that sculpting is taking way too long, that it will take days, or even another week to smooth out my character's armor plating. I thought that I should capture the basic form by making a high-poly retopology, then a low-poly retopology, that this would be a far more efficient way to get rid of the bumpy/wobbly surfaces on my character's mesh. In concept it seemed like a great idea, much more efficient, but it was not. I underestimated the amount of time it would take to do such a high-poly retopology, working with so many edge loops. Perhaps it was such a great idea, but was not executed properly. Maybe if I was not affraid to add more geometry early on, I would have ended up with a high-poly mesh where all of the edge loops connected properly, all quads, in a short amount of time. This is why I mentioned a new character creation workflow in the previous post. One lesson learned is that if you are going to take the time to detail sculpt a character, do it all the way. Or, figure out if you are going to be sculpting or subdiv modeling, and stick to it. If you don't spend too much time sculpting, just a sketch, getting the basic forms in then my proposed new workflow can be a great idea, I think.
Proposed character workflow for future reference:
1. Blockout model/basemesh, "sketch" sculpt, or both consecutively.
2. High-poly retopology
3. Detail sculpt
4. Low-poly retopology
Sculpting a character from scratch takes too long. This workflow could work, if the artist does not spend too much time detailing or refining in any one step.
My super-soldier character modeled:
My super-soldier character modeled (subdivided):
This project is more about functionality than pleasing aesthetics, so my super-soldier will not be fully textured (I will, however, bake out a normal map, since I went through the trouble to make LP and HP versions, retopologizing and all). He will have a normal map and flat colors applied.
After he is rigged, I will take him into Motion Builder to retarget my MoCap animations, then Unity Mecanim, and proceed to build his functionality as demonstrated by his animations.
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