One of the tools I'm exploring using in my design process is a graphic I call a "deformation diagram". This has been inspired by my knowledge of character rigging and animation as well as observations of other hardsurface ZBrush sculpts which seem to ignore where character forms should be rigid versus flexible.
Because my character design is going to be fairly complex, I hope that the deformation diagram will allow me to avoid making any design mistakes like that. My philosophy is that where a hardsurface area meets a deformable/flexible area, there should probably be a form change as well as a material change - or at least some sort of aesthetic suggestion of a joint being present.
One area of uncertainty for me is the forearm area. In reality, this area has rotation flexibility so there should be more red in this area. But my current design as well as many other costumes have forearm armor, heavy wristguards, etc. I'm still decidng what to do here.

No comments:
Post a Comment