Tuesday 1 May 2007

AM - Hey Phil

Looks like you've been doing some great work already. The key now is to focus on the problems you had in your last project and improve on them this time. The character design has a lot of potential and it looks like you've been doing some effective research that will really help.

As you did for your rock creature, spend the time creating orthographic drawings of your character to use in XSI for getting your proportions correct. If you don't spend enough time on this it will cause all sorts of problems later. Only when you're completely happy with your XSI model and it's looking clean then you can go crazy in Zbrush or Mudbox to add finer detail.

Depending on what you're trying to achieve, Normal Mapping isn't necessarily the best approach and especially for a project of this scale. Your render times are never really going to be dramatically increased by having 10,000 extra polygons to play with on one character. I would suggest modelling is as much detail as possible in XSI. This doesn't mean just slapping a poly smooth to the whole object a couple of times, but to gradually build up localised detail in the mesh where necessary eg: head, leg thorns etc. It would be best to only rely on Zbrush for adding the finer detail and skin detail.

Bring on the fusion critta!

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