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Wednesday 6 January 2016

Churchill and Emily- More Modelling and a Dash of Colour

So today I went back in to tweak those rather dull lips! I feel that in profile they should be more heart shaped than flat. So using some sculpting tools I have since adjusted them. Here's the evolution!




I also played around with the building of the eye. The original collage has no outlines, so I realised I had to camouflage any eyelids with the main eyeball. I built a perfectly spherical eyeball and 2 eyelids, making the eyeball a little smaller. Then, with the geometry grouped up I reshaped them to exactly match the collage with a lattice. 

I managed to group the set so I can both keep the eyeball in its correct shape, keep the eyelid firmly attached to the eye as it blinks AND squash and stretch like a little bouncy ball! 


Finally I just wanted to see this thing in a base colour, playing with whether to use a 'Surface Shader' which creates flat colour, or a 'Lambert' which allows for shading. 

Though the surface shader looks attractive from the front, you lose all sense of the 3D as you can see from the side. However this might be alright once the proper textures have been applied. Before that however I shall have to tweak the eye stalk attache dot the nose and UV map the shape!

Surface Shader                                                Lambert


3 comments:

  1. Its interesting how the last four images have kind of let me see this whole piece in two different ways. The development and evolution of the lips was definitely needed and I'm glad it looks good. I love how this creature keeps getting more flesh as we go on! We could also do with a bit of adjusting the nose.

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  2. Ethan here.

    I would say I prefer the flat shaded look, but if you did what to add a bit of depth to the shading, have you tried the ramp shader? So rather than relying on a more realistic lighting falloff with the Lambert material, instead you get to pick the exact colours to use in the shading process.
    Alternatively, you could try flat shading with ambient occlusion. But instead of rendering it as a separate pass, you could pick the 2 occlusion colours to use for each shaded object. Does that make sense?

    Anyway, great stuff by the way!

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