NokiMo
SpexWulf
SpexWulf

patreon


Now the 'fun' part.

Threw in some placeholder eyebrows to help with scaling and placement.

This portion of the modelling process is translating the 2D reference into a distinguishable 3D model.  

The goal isn't to match the 3D model exactly to the 2D reference, as this is in not possible given the difference in mediums.

The goal is however to recreate enough of the iconic elements from the 2D reference as to create a visually appealing simulacrum(I love that word) of the 2D reference, so that the audience will instantly recognize that the 2D reference and the 3D model are the same character.  Colour, textures and animation will help complete the connection, but all of that is for nothing if the character is not recognizable first in it's static, colourless state.

While his current 'resting bitch-face' is not exactly fitting with the character, it is best to start with a neutral base expression while blocking-out/tweeking the base.  Subtle facial expression will slowly be incorporated as the modelling progresses before being controlled entirly by the facial rig/bones later on.

This characters shape and iconic features are very dependent on his fur, so he will probably be unrecognizable until I start applying and styling his hair and fur.

I'll pick this back up tomorrow.  Good Night :)

Now the 'fun' part.

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