Since my last post, I got some feedback on my design from Katie prompting me to make Bailey’s gender more recognizable, so I added a few details like eyelashes, a frill to her nightdress and made her cheek fur curl upwards. Along with this it was suggested I make her tail lower give her some mane fur.
After this I also got some feedback from Martin who suggested I extend the line that indicated her cheek fur to make it appear more in front of the ear, and to break the line of her roll of fat. Another suggestion was to include another roll of fat lower on her belly, but I couldn’t that to look right, so I didn’t include it.
Here’s a before and after the feedback. I definitely think it improved the overall appeal of my character design.
After that I worked on the model sheet, and then I was ready to start modelling.
I didn’t take many screenshots of the process I took to create the model, but I used the box modelling method and made sure that I was being as efficient with my tris as possible. I really enjoyed having a limited amount of polys to play with, and I seemed to have a knack for it too. I only used 708 tris for the model, well under the limit of 1000. I really want to try this out again in the future!
Since we needed to pose this model for the project, we had to make sure the mesh was suitable to be deformed when skinned to a rig. I made sure to keeps the polys appropriately spaced and included extra topology on the elbow and finger joints so they keep their volume better when bent.
At this stage I asked my team for feedback and got a suggestion to make the model’s feet and eyes more rounded which I made sure to rectify. I added smoothing groups and then I was ready to unwrap the model.