My first attempt was dismal unfortunately, as I began cutting in too many lines to add detail to the nose, completely excluding the mouth area which I assumed I would fix later. However, I soon realised when I got to that part, that this would be impossible as there was just too much detail on the mesh. There was no way I was going to be beaten by my own character and so I proceeded to have a second go, making sure to adjust every vert of each new edge that I added. In fact, this advice can be used for any model built. It hadn’t taken long for me to see the original face was wrong, so I still managed to keep to my time schedule. Once the basic face was modelled out, adding detail was not a problem. You can’t fix something if the foundations are wrong.
I then went on to build Lee’s clothes. I started with the body warmer as I thought this would take the most time to construct. I wanted to make sure the puffs weren’t too puffy because as her body warmer is yellow I didn’t want the audience to think she was wearing a life jacket! The collar of the jacket took a while to look the way I wanted it to but it was just a case of adjusting the verts accordingly. I chose to include strips of material that would hide mostly where the zip line would normally be, as I have found on previous characters that making a zip line is a lot of hassle to get looking right, and when its on right people hardly notice, but if its wrong everyone notices. So the less zip on show the better! In the images above you can see that although I have modelled the zip handle, there is no zip line at all, as I am going to model that in the programme Mudbox. This software will allow me to add more detail to my model. In a previous project I had used Zbrush for this same reason but as Mudbox is made by the same company as those who create Maya the controls are very similer and so should in theory be easier than Zbrush. This is a link to some really clear tutorials for anyone interested in learning:
http://www.3dtotal.com/team/Tutorials_3/video_mudbox2009/sculpting01.asp
When Dan redesigned my character, the belt he included was to be made of ribbon. However as I was creating the belt, I felt that if Lee were real, the belt she’d be wearing would be made of plastic, with a shiny plastic bow, the type that I would think young, trendy girls would buy from Claire’s Accessories. I spoke to Dan about it and he didn’t mind me changing the design of the belt :)
I then made her top as I wanted to make sure that I had left enough space for her arm to come through the jacket.
The skirt.
With the body modelling done, my friend Charlie noticed that Lee didn’t have much of a figure, even for a child. I had been modelling the clothes so closely I had failed to notice that. Once again the lattice deformer saved the day, as I indented her waist a little and gave her more of a bum and curve to the back.
Once the characters were built we realised that there was another problem. Kitty. Although she had looked good on her own, next to Lee and Cho she just looked out of place. This wasn’t bad modelling from Jake or a bad character sheet from Dan. Kitty had just not converted well from image to model when next to Lee and Cho. As we didn’t specifically know why she wasn’t fitting in, we again spent a considerable amount of time huddled around a PC with the soft mod Maya tool attempting to squash her face into a more appropriate design. Dan C eventually took the model home and showed me two options. Image 1 or image 2. I chose image 1.
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