Saturday 1 March 2008

What Next...

The course ended a couple of weeks back and since I have stepped away to get some perspective on the past months.

I started this digital journey in September and have fallen for the process. The control over the character is the greatest asset of ZBrush. Utilising Layers many alternate versions of the character can be contained within a single tool.

ZBrush still has many features which remain either unused or barely explored. ZBrush combines the disciplines of drawing, painting, modelling and sculpting... and it does all well. Very well.


For now I will continue with the Minotroll, making his arm in Maya. The next step is to begin to build a libary or 'graveyard' of characters and tools. When you have many assets it is easy to steal parts from each... hands from this guy, legs from here, this old head... Frankenstein modeling, or kit bashing it is known as - it basically helps get the base mesh of your character together quicker.

So I plan to:

1) build a base mesh.

2) Adapt this to get a male and female form.

3) From these two meshes adapt each further to make three specific but still basic body shapes. Which will represent the athletic, thin and obese forms. From these I could develop any amount of humanoid characters. These will give a good base of assets to begin with for further projects.

The three ideal forms are based upon the somatotypes (endomorphic, mesomorphic, and ectomorphic) a simplistic classification of body types, developed in the 1940s by American psychologist William Sheldon.


Below is an example of somatotypes from the book: Figure Drawing without a Model, Ron Tiner. David&Charles (27 Feb 1992)






Available from: http://www.amazon.co.uk/Figure-Drawing-Without-Model-Tiner/dp/0715397850/ref=sr_1_3?ie=UTF8&s=books&qid=1204412976&sr=8-3

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