My Inca character has been getting a bit of a work out lately. As this is intended to be my main character and form a major part of my show reel I want it to be really good, I mean REALLY REALLY good. For this reason I have begun adding detail to it today (for a lot of hours solid). Now, I have also modelled a head today, this blog is going to go through that too but it is stuck in the middle of the body detail stuff, stick with it and all will make sense by the end, I promise.

Here, as you can see I have got to the early stages of refining the mesh. Above I have begun to add pecs, ribs, abbs and even a belly button (I hope the detail comes out ok in this image). I did this working along the same Joan of arc tutorial as previously mentioned. Basically I have been adding extra polygons to the mesh and adjusting them to get the right look. It was a long process to get this far but I am confident that now that I am this far along I can begin to refine the figure much quicker.
So, on to the head part. I wanted a break from modelling the torso so I set about creating a head to sit atop the shoulders. I modelled the head in a similar fashion to what I learned last semester, using topology lines, I won’t bore you with the particulars of how to do this as we all did it last semester. I struggled to find reference images to use and went through trying to use a few different image but as they were not from the same face things just were not lining up,

I eventually just used the face on the reference planes i already had set up to model the body, I will adjust the features in the not to distant future to suit the character. On completion of the head after a fair few hours I went to attach it to the body and realised that I had forgotten to account for matching up the number of segments on the head to the neck, dam!

This head currently remains unattached. I spent hours modelling the dam thing and I don’t want to re-model it. I could have just removed segments but that causes the face to lose detail that I spent ages on, so I have come up with another solution. As part of my detail enhancement on the body I have to add segments to the arm to create proper biceps, when doing this I intend to match up the number of segments to the head and attach it before continuing on with probably more segments for the arms and pecs.
So this is the point I decided to move on to the biceps. The mans arms is currently in a cylinder pattern like so

After lots of looking at my own arms, arms on the net, and trying to look at small pictures of other peoples characters I discovered that this flow is wrong for human arms to be correct. The flow is in three distinct directions
1. The shoulder and arm muscles are separated by a vertical line that follows up from the chest,
2.
A circle around the bicep helps to define the shape3.
A line under the muscle leads to the back of the elbow, (This is not my arm before you ask, random internet find)

this means I have had to completely rearrange the flow of polygons on my arm to even begin to get the right effect. Getting to this stage has taken for ever, when I began re arranging the flow directions it was starting to cause havoc on the chest as I was ending vertices in random places. However, I am beginning to get a logical flow to it and things are starting to look a lot smother.


Hopefully this shouldn’t take too long but the same is going to have to be done with the forearms and calves. What have I got my self in for?! I think the other characters will not be in nearly as much detail or I will never get round to animating.
Oh, one other thing that has become apparent, I have modelled my hands round the wrong way with the palms facing forward, they need to be facing down to easily accommodate a biped. When I do the forearms it looks like the muscle naturally twists in a direction that will allow me to rotate the hands gradually as I change the flow of forearm polygons.
Next week boys and girls, toe and finger nails, Oooooohhhh lucky you. Until then I am going to research character traits and finish the muscle definition in my character.