Final Project Pt.2 - Souls Root Armor
High Poly Process:
For each armor piece, I created a very low zRemeshed blockout mesh that I could easily edit proportions and add panel lining using ZModeler. I do all work at this stage on a mesh with no thickness so I can easily edit the surface and edges without worrying about the mesh collapsing on itself. Thickness is added at the last step before I start sculpting the details using PanelLoops under Geometry>EdgeLoop.
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Settings for adding thickness |
I ran into some issues at this stage as I could not get the results I wanted from my usual brushes. I wanted to do the detailed linework with the layer brush since that gives clean intersections with Morph Target, but many of the brushes I tried gave really crunch strokes. The Orb Cracks brush gave the best lines, but the overlap interaction would have required a lot of cleanup. The best solution I found was the ScribeChisel brush since it uses curve functions and could also be adjusted. Having not used curves much before, I didn't know how effective this would be but after a little bit I definitely think this is the best approach.
Continuing on with the detail sculpting, I drew a linework guide with polypaint following the design in the reference. I ended up masking it out to a polygroup so I could easily toggle its visibility without having to go through the menus. I only did this for the very noticeable details of the ref since it is time consuming. From here, I could start placing my ScribeChisel lines on layers.
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