A02 - Finalising the Base Mesh continued
Continuing from where I left off, I’ve begun to model the base meshes for the hair, the scarf/mane and the wings, as seen above.
Here is my solution for the n-gons inside Honey’s mane. It’s a bit stretched at the moment, but I was thinking I could get away with it, since I’ll be refining it during sculpting in Mudbox and redrawing the topology as required.
However I’ve later decided that the base mesh needed a whole lot more work done on it before I moved onto the sculpting phase; especially on the face, which I feel, and was recommended, needed to be brought up to the same standard as the Perry model. Although I originally had that in mind with the sculpting phase.
So I decided to add eyes and revise the topology of Honey’s face, based on what I learned from modelling Perry the Rabbit.
Here is a smoothed (preview), close up of Honey’s eyes, showing the work I did for the eyelids. The upper eyelid fold is loosely based on a still reference I acquired from a YouTube video tutorial series (lower image) about character modelling, when I was searching for “Pixar Eyelids.”
Honey’s eyelids are far more pronounced than Perry’s and they look more obviously Caucasoid, while I felt Perry’s appeared more racially ambiguous, despite my intentions to make both characters primarily Caucasoid.
Work needs to be done to ensure that the eyelids have a uniform slope along the vertices, otherwise if they’re wonky, they’ll look unintentionally wrinkled.
Here’s another view of Honey’s face, showing the eyelids more from the side, as well as further updates to the topology, especially around the mouth-nose area and the side/back of the head, so that it flows more intuitively. I’ve also added some additional edge loops leading to the bottom of the eye in the process, which will require moving around in order to preserve that round eye shape.
I’ve also decided to put some attention towards re-topologising her hair mesh, which is kind of like this weird, unappealing ‘helmet’ at the moment. This is to ensure the sculpting process goes a bit better with more intuitive edge flow, since I anticipated that all the unnecessary half-loops could complicate the process and limit the mesh’s flexibility.
Same applies for the mane-scarf mesh, which is a bit uneven at the moment.
Here are the back views of the same mesh.
I later modelled a mouth cavity, with altered copies of the teeth and tongue from my Perry model added.
Originally I had a whole lot more edge loops inside Honey’s lips, but I later removed most of them, bringing them down to the same amount as Perry’s, since they made mouth-posing a lot harder and more distorted.
I then modelled some eyelashes for Honey, based on a flat-plane, referencing the relatively simple, Grandma’s House Lucy eyelashes to get an idea of how to produce them.
Clipping issues can easily arise from having them make close contact with the eyelids, especially when they don’t have the same amount of edge loops (which I might update) and when they don’t have the same colour as one another.
So I began to colour parts of the mesh accordingly to get an idea of what Honey would look like without the plain old, grey Lambert; adding eyeliner with the inner-most eyelid faces in the process. Something that helps with the clipping issues on the eyelids a bit.
Here is an upper-body shot of the mesh with corresponding, single-colour materials and the updated hair/mane base meshes.
Same as above, except full body shot.
I’ve also updated Honey’s back topology a bit as well, deciding to add ‘elbow loops’ (circled in red), just like how I had with Perry later on (circled in blue).
Folds/circle loops for where the wings come out have been added as well, so they look more organic.
Ditto with the elbows above, except with the kneecaps. The extra geometry could be useful during rigging. I may need to add an extra loop or two, like I did with Perry’s in order to achieve more of a kneecap-appearance.
Finally, I’ve decided that the base mesh needed a skirt to go along as well. Something that I was also kind of planning to do in Mudbox, but I ultimately decided that it wasn’t the right program for that kind of work.
Meanwhile, Andrew during this week’s tutorial recommended to solve the extra polygons on the thigh with a single triangle. As opposed to the half-loop that I had before, due to how unnecessarily odd he felt it was and because he felt that it was in a relatively obscure area.
It helps that I have the dress to also hide it as well.
Meanwhile, I’ve been thinking about how I was going to approach properly sculpting/modelling Honey’s mane. So I looked back at an older model which I’ve known for quite a while as a reference.
It’s a model of the anime character, Renamon, produced by KP-ShadowSquirrel; who has a similar mane, if not inspired that of Honeydoo’s. Upon inspection, it seems that ShadowSquirrel has modelled the mane in a way involving layers of closely overlapping, slightly modified duplicate ‘shards.’
This is something I’ll need to consider when sculpting/modelling Honey’s mane, since starting with a simple, flat base mesh may not be enough or it may even be the wrong approach in the long run.