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The Making Of Chef Eric

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Date Added: 18th December 2013

Using Symmetry

I won't go into detail about the sculpting process, but I want to mention that you should take advantage of this stage where the model is still not posed and it's easy to use symmetry (especially for the body). Don't go too far with the detail though, since you'll have to sculpt most of it once the character has been posed.

This basic sculpt in an A-pose shows my model at this point


This image below shows the final pose for which I used Transpose Master. It's a subtle pose, but I wanted to show his stoicism and overall heaviness. During the whole process I kept going back to the references I had collected, especially for the folds in the clothing and of course, for basic anatomy. The brushes I used in this part were the Standard, Clay, Move, Smooth, Flatten and DamStandard.

The final pose made using Transpose Master

Preparing the model

One last step before the modeling/sculpting was done was to delete the parts of the body that were not going to be seen. For that, I selected the parts I wanted to delete using Ctrl+Shift and LMB with the SelectLasso (instead of SelectRect) and inverted the selection by Ctrl+Shift-clicking on the model. I then went to Tool > Geometry > Modify Topology > DelHidden to delete what I didn't need.

This shows the areas of the body that will be seen in the final image

UV mapping

When I felt that the modeling stage was done, I exported each sub-tool separately as OBJs. The SubTool Master plug-in made this process a breeze.

The next step was UV mapping, a process we all love, don't we? I'm neutral to it (sometimes?), since it's often a welcome rest from all that sculpting. I used headus' excellent piece of software, UVLayout. They have a bunch of short video tutorials on their website on how to unwrap models quickly. Learning the shortcuts saves a lot of time too.

Basically you import the OBJ and in the Load Options make sure you check New to start with a new set of UVs. Use Edit to edit the UVs that the OBJ already has, in case you just want to fix something.

The UVLayout interface from headus saves a lot of time

UVLayout views

There are 3 views in UVLayout: UV View, Edit View and 3D View. Once your OBJ is loaded, you'll be in the Edit View and you will be making cuts where you would like to have seams on your model. As usual, try to make these cuts (shortcut - C) in areas that will rarely be seen, like on the inside of the arm and legs and on the top of the head.
After making the cuts, you drop (shortcut - D) each of the UV shells so that you can edit them in the UV View. Each shell will then need to be stretched and relaxed accordingly (Shift+F). Areas that are stretched will be shown in red, and areas that are compressed will be shown in blue. If you see that a shell needs further cutting, you can un-drop (Shift+D) it back into the Edit View. Cutting can be made in the UV View but sometimes it's easier to visualize where your cuts are when working in the Edit View.

The 3D View is mostly used to check on your UVs with one of two different checkered textures (press T to switch between them) that are integrated with the software.

In Edit View, try to make cuts in areas that are hidden
Drop each of the UV shells so you can edit them in UV View
3D View is used to check the UVs

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