After some tip-toeing around the issue, I decided to step away from the more steampunk design for now and concentrate on something a little more realistic.
I’ve put some detail work in the shirt and jacket, and will add a little bit of wear and tear to it still. The pants and boots might change a little, too.
I should also probably come up with a more descriptive name for this.
And just for giggles, there’s some of the, uh, missteps of last week after the break (guess what game I’ve been playing).
I did a first detail pass on some of the clothes, mainly the vest and the short sleeve jacket, or however you want to call it. That one is still in dire need of some TrimDynamic, apparently.
I also haven’t added any fine details yet, like buckles, buttons, zippers and the like, but they’ll come, so bear with me.
I’ve started dressing up the guy I began sculpting. I don’t have a super clear idea yet, as to where to take him, but here’s a couple shots of his fashion evolution.
What I do know is, that I want him to have multiple layers of clothes and that he’s probably not someone you’d run into out on the streets (unless you live in Brooklyn, maybe).
At this point, I’m still just blocking out his clothes and trying to find some interesting shapes and styles to work with, hence the despicably overused symmetry and neglect of TrimDynamic.
Since I was digging around in ZBrush already today, I decided to do a little sketch.
I’m still not really comfortable with FiberMesh, but at least I’m not far away from faithfully recreating my morning hairdo.
More practice, I guess.
And another one. Some ZBrush sketches this time.