I’ve had a bit of time off work recently. Unfortunately, I’ve been having to move my sleeping pattern around quite severely, so I haven’t been able to use it all as much as I’d have liked to; it’s hard to concentrate when tired.
Still, I’ve been progressing, I think. I’ve almost finished my model of TKB.
I spent a while testing out different methods to see if I could capture shading information separately to the silhouette’s vectors. Object based normals seemed to work, but don’t hold up from every angle. I don’t know how to fix that yet, urgh.
Modeling clothes and such was difficult…I’m not skilled with them. A lot of the time, they’d be sculpted with the creases and such on them already, but this is one I’d want to post in various ways, and they wouldn’t look natural when the creases would be identical in every shot. So I’m keeping the basic mesh simple, and then I’ll add those as and when I need.
I’m using colour masks to separate different colours. Using R, G and B separately, I can three colours for one image. I’m not good at painting on patterns and such, though. I’m very inexperienced with that.
As it stands, I’ve applied most of the shaders to him, but…It doesn’t look good to me, or like watercolour. Obviously, the shading needs correction, as I haven’t edited his normals yet, but it’s more than that. The silhouette is crap; they always need normal editing to become decent, and even then, it’s not as reliable as I’d like. What I really need is a two dimensional outline…Something that can just consider how it is as a flat shape, not something in 3d space. I could displace it using the camera, but I’d have to change that modifier every time I changed the camera. I need…Some way to filter out those details, to simplify the normals data it’s using. Normal editing works, but I can’t have a real set of normals for a silhouette and another real set for the shading. And it’ll look very 3d if the edge is so perfect without it.
I also did a bit of sketching. I’ve been testing out the Flatten brush. I usually use the Trim Dynamic brush, but the Flatten one seems more effective. I like to sculpt in a fairly planar way, so it’s good at that. I tried sculpting Heat, and retooled his sketch-head into Serph for fun.
I also practiced mouths. I think I have a better grasp now on how I’d like to model a mouth interior. I’ll try applying it to my next character models.
Recently, I’ve been working on a model of Thief King Bakura. I feel like I’m finally making some progress. I sculpted him using dynamic topology, and then dynameshed him to smooth out. I used a male base mesh I made, which I’ve saved for use on other models for time saving.
I’ve run into problems with clothes, though. I couldn’t get sufficient quality from ZBrushCore. They’d melt together, and elaborate clothing seemed borderline impossible. So, I decided to try ZBrush full. I’m currently using the trial version, and its features are very convenient. In particular, Zremesher. I had to faff around with it for a while to learn how to make it tick, but I seem to have a decent grip now. Apparently, the trick is to give it less strokes, not more, which tripped me up.
It seems the less, the better. The topology isn’t quite perfect, but very good, and a huge time saver. Up until now, I’ve been using 3DCoat to retopologise the body, then having to manually do the face and awkwardly fuse it on, which takes time and isn’t as clean.
I used this for Bakura’s model. But I’ve realised some mistakes I made while doing so. After retopologising him, I discovered ZBrush seems to only allow you to bake normals from a higher subdivision level to a lower level one. You can’t, apparently, bake from one subtool to the other. I had the high detail, dynameshed TKB model, and wanted to bake them to the low detail retopo TKB model which was a different subtool, and I couldn’t. So on this occasion, I had to bake his normals in Blender. I also couldn’t seem to get the UV Master to work for me. It may be intuitive for some, but I’d rather work with real topology. Manual control would be better for UV mapping.
Anyway, this is the current state of my TKB model in Blender.
This time, I’m relying a lot more on on-model detail. My Maya model relied more on normal maps because I wanted to avoid having too many polygons, but it ended up being too much hassle. And at least this way, I have flexibility; you can always sculpt corrective shape keys for muscle movements on the fly, but a normal map is stone. You can swap it out, but it’s not truly dynamic. So I’m only going to use it for minimal things. I know the Guilty Gear Xrd method, which is popular, does it all with real geometry, but I don’t think that’s practical for everything. Not all details would have a solid start and end point. Scars can often fade out, for example.
Currently, I’m working on his shaders. I need to sort out the paper texture, fix the shading edge soak, and add masks to define differently coloured areas, like his scars. I also intend to modify the normals this time, so I don’t have to correct as much using vertex paints. Since the performance doesn’t seem fast, those kinds of changes are sluggish and difficult. I’m not really satisfied with my shader, but right now making stuff is more important. I feel like I’m making progress fighting my perfectionism. I see a lot of flaws with his model, but I haven’t let myself stop and go backwards.
I don’t want to go backwards. I want to go forwards.
I didn’t remember to record to show my process while working on this, but I do have previous versions as subtools, so I decided to make a gif to show the profession. It’s something that encourages me, too. Looking back at the progression of it from a blob to something looking reasonably like a person. I like to watch timelapses like that sometimes. I’m really interested seeing different artists’ techniques.
While working on Bakura, I was listening to some music from a drama I’ve been watching with Yan, Crash Landing On You. It’s actually very good, and has a nice soundtrack.
These tracks really remind me of citronshipping, somehow. Especially Picnic…It makes me think of nice scenes with Bakura and Malik relaxing at home, bantering, doing things together, having fun….Making Bakura start to realise that life has things worth living for in it, too. That’s something I want to show. After I finish Bakura, I’m going to make Malik to go with him, haha.
Speaking of things I like to see, I’ve been watching videos from a channel recently called DokiDoki Drawing. It’s a Japanese channel focusing on art.
I’ve been really enjoying their Pro VS Amateur videos. It’s nice to see different ways they approach things, and it’s quite informative when the professionals explain things about their choices, like things they do for balance, emphasis, style, etc. I’m not a 2d artist, but it is enjoyable seeing them talk about it. It might be better for me that way; if they were 3d artists, I’d probably feel bad about my skills watching them. They also seem to have a good variety of people on it; foreigners as well as Japanese people, amateurs and professional mangakas, etc. It makes me a bit more motivated seeing people’s progress. And they don’t take themselves too seriously; I remember them joking in one video that a cyberpunk design came out more steampunk. Not getting angry about it or taking things too seriously and losing the fun of it.
Uchida Shinnosuke in those videos has interested me; she’s appeared in a few. From what they’ve mentioned, it seems she particularly enjoys and focuses on cyberpunk. But cyberpunk isn’t very popular in Japan at the moment, it seems. But instead of ditching what she really enjoys, she continues to do it, and aims for the people who do enjoy it. That’s something that’s nice to see. Too often, people act like you should just forget what you like and go for some…Mass market appeal. I hate that kind of thing. I can understand incorporating elements that give something wider appeal. That can be a savvy move, sometimes, I think, but to ditch everything I’m interested in just for that? It would be a pointless endeavour. So it’s nice to see someone like her persisting with the genre she finds interesting regardless of whether or not it’s currently in fashion. I’m also quite fond of cyberpunk, from what I’ve seen, so that helps, haha.
Anyway, I have more to do. I think I will invest in ZBrush full. I can’t afford to buy it outright right now, so I’ll have to cough up to subscribe for a few months and save my pennies. Being able to bypass the pain in the arse stuff like retopology is a godsend. It’s not a creative step…It’s just a pain in the arse technical one. I also spent some time on my body deform cage. I’ve added IKs to the legs and arms and spine. They’re not super complicated ones, but they make it easier to pose. They were difficult to set up; I haven’t done them before now.
I’m sure animators are cringing. Or anyone with any decent experience rigging, haha. But it’s a step up. I’ll need to fix the deform cage, but as long as the bones work.
That’s all I have to show for now. This post became a bit of a ramble….But it’s good to talk like that, I think. I don’t want my blog to be just some formal thing.
Next up, Bakura’s clothes and hair. I’m going to try something a bit different this time.