Mar 152012

From here I’m just focusing on sculpting details that will pop nicely when baking the textures onto the Low Poly mesh, things that will react to lighting shifts and make it look like a piece of clothing instead of just skin-tight-spandex with pom-poms at the wrists and ankles. Because I do want this to remain simplistic for ease as well as style consistency, it will mostly includes pockets, buttons, fabric seams, and some less intense wrinkling.

While making the pockets, the method I ended up being successful with worked pretty well, so I included a slow frame shifting GIF highlighting the steps used on the pants for the world to maybe learn from.

Not the easiest details to see with the color reduction of the animated GIF, but it should stick out in the model and the textures that will be baked on as we continue.

For the pockets, I carved a gash-like trench into the front of his hips, then drew out the edges below it. Then, using the pinch tool, rubbed over the area until the “lips” pursed together to create a snug looking pocket seam. From there, drawing very light outlines of where the pockets would be sewn into the pants and doing a quick pinch over top of them (not too much!) made a satisfying looking pocket.

To create the fabric seams I just employed those same steps used to make the pocket outlines – drawing out and pinching in toward the line to subtly accent the edge – tracing the outside of the legs, the inside of the legs and intersecting from the top of his butt around to the front under the crotch, and finishing it up by making a rectangle representing the fly of the pants. Making the cuffs at the bottom was just a combination of all this as well – digging in like I did with the pocket and then tracing some pinched seam lines.

All of the above methods will be pretty identical for the shirt details The only addition will be modeling some buttons to run down the front of the shirt.

As you can see the feet are just little stubs. Since the character will be wearing shoes, that should be all that is necessary to portray the feet.

Building small folds on top of each other bit by bit, one section at a time, adds up to a nice looking polished sculpt if you’re patient and put a little thought into how things would fall into place. Fast forwarding all this process ahead, I’ve arrived at a satisfying place to call this sculpt finished.

Front and Side View - Detective WIP 7Shiny, because I always present myself covered in oil and I thought he should too.

Quick rundown of steps taken to get to this point: use the crease brush to quickly pull out and push in parts of the shirt and pants to follow the flow of the fabric wrinkles. Looking at reference images by just tabbing up Google Image thumbnail pages for things like “Dress shirt” or “Loafers” will help give you a real-world example that will be invaluable in reminding your brain what things look like. Shirt wrinkles move outward from places that kink the fabric like rays of a light on a doodly cartoon sun. Places like under the armpit, cuffs, where it is tucked into pants, or places that break a straight path for hugging the form (high hips, abs/boobies, shoulder blades, etc.).

Sunpit WrinklesourceI’m an armpit!

Lots of these details were done with Symmetry mode set to reflect over the X axis. Just make sure you turn it off after you get the bulk of the details down then turn it off to add some non-mirrored creasing in clothes for wrinkle variation, as well as details that aren’t mirrored (such as my character’s shirt having only a breast pocket on his left side).

After going over each body part to give some sculpted detail, I hope to be showing a low-poly mesh translation for the next progress update!

Post-Publish Addition:

To address any concerns, the shinyness is just due to the fact that I don’t know WTF does what as far as materials and lighting goes. That’s just the default material with light and some render settings checked. This whole modeling progress is being made from methods I’m adapting from watching somebody else model something entirely different from this, so hopefully this will get less slimy/stripper sexy as I learn how.Making the low poly model from this I’m hoping to correct the balloon animaliness of the current state and make it more charming and blocky. We’ll see, maybe it will turn into a full fledged balloon animal dog. Not even IIIIIIIIIII KNNOOOOoooow!

Quicklinks: Part 1 | Part 2 | Part 4 | Part 5

About the Author

Carl Douglas is a graphic artist and animator of all things drawn, tweened, puppeted, and exploded. You can learn more About Him or enjoy a glimpse at how his brain chooses which 160 character combinations are worth sharing by following him on Twitter.
 March 15, 2012  Posted by at 1:45 pm 3D, Articles, Artwork, Personal Tagged with: , , , , , , ,  Add comments

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