Saturday, June 8, 2013

Toon Head update


 I added some 'umph' to the hair to make the silhouette pop more. I also started the body, but I'll show that progression later. I just wanted to show the improvement on the hair from last time. I also altered the neck a bit to make it thinner. I think I'll keep pushing in the neck to make him more of a pencil neck.

Sunday, June 2, 2013

Toon head

This week I wanted to do something a little different for me. I normally try to more realistic models and sculpts so to break the mold and challenge myself a bit  I spent a few hours on a new model.





Here we have my first toon character. I only did the head right now because I just wanted the practice and experience. However, I really enjoyed this project so I think I will keep going and give him a body and then texture him.

At the top I did a quick drawing inspired by a 2D artist I follow on Deviant art. I  then took those drawings and imported them into blender to begin modeling. I spent a total of 4 hours on this character from concept to where it is now.

The head, hair and eyes are all different meshes.

I would like to go back and accentuate the hair more and make it more bubbly and really push the exaggeration on it.

More Alonzo



Here are two screen captures of Alonzos face that I modeled in Blender then sculpted in Mudbox. The top image is just the sculpt with no painting. The bottom is my first attempt at coloring him. I still have yet to actually give him hair (on the top of his head). I'll be taking another stab at texturing him at a later time.

The following is a bit of my process on what I have thus far.
Above shows my shaping the model to the contours of Alonzos face. I'm simply trying to make the topology flow properly. I had no intention of animating this, but I wanted to allow for the possibility. So I payed special attention on the edge flow around the cheeks and mouth as well as the eyes.  It was important to me to really capture his natural creases.
Above is showing how I'm comparing the two faces. I got the general topology down, so now I'm making sure to actually capture his likeness. Here I'm paying closer attention to his jaw line, the various creases in his face and the depth of facial land marks.

Above is just a smoother version to see if the model will retain the desired look when smoothed out. I find that smoothing can really throw off some things, so I like to double check constantly.

Above shows my beginning process of sculpting Alonzo's face. I'm giving more attention to those deep creases sprouting from his nose and eye. I also added bags under his eyes. I haven't started any minor details like pours, imperfections, pimples, moles, hair anything of the sort. Right now I'm just getting the big details and working down to the finer things.


Finally I have added his hair, a pimple he had and I gave his skin more imperfection with the imprint tool. This is most evident on his nose as I tried to imitate pours. I also added veins on his fore head and the creases there too. 



Finally, here are the images I was using for the model and sculpt.