In this mini tutorial I'd like to show briefly how I modelled and textured Mrs Pear, as well as talk a bit about the texturing process in Mudbox. This character, as with the strawberry, was originally scheduled for two days max. The first day was going to be for geometry and UVs, and the second day for refining the geometry with Mudbox and creating the textures in Mudbox and Photoshop.
At the beginning I was a bit scared of the time limit I had set myself. Not only did I have to do all the modelling and texturing, but I had to make the shaders, handbag, eyes, tongue, teeth, etc. I wasn't sure if all of that was possible within two days!
I started the base mesh with a "lathe", controlling the amount of polys (Fig.01).
After several minutes of working - bearing in mind that I was mainly focusing on the loops of the mouth (the eyes weren't important in this case and I was in a rush) - I got something like the image shown in Fig.02. It looks much more fat and static than the final model, but I wanted the geometry to be okay before making any modifications, or using a "Blend" modifier, so at this stage the more orthogonal it was, the better!
The arms and legs were inherited from the strawberry, with some modifications. For the hands of the strawberry and the pear I modelled and rigged a basic hand to get quick poses. You can see in the image how the hands are still not welded to the arms (Fig.02).
Once the base model was done, including "Bend" and welding, the geometry looked like this (Fig.03).
You can see that at this point it's been subdivided. This subdivision was done to make it easier to attach the arms and legs to the body.
With the mesh being simply correct, it was now time to do the UVs. For this there is nothing better than UVLayout. UVLayout is a bit weird to use, and its interface is a bit "medieval", but it relaxes you better than a foam bath. After a session of "cut-relax" the UVs were like this. It wasn't perfect, but it was good enough and I knew that I could always use Photoshop to help fix any little imperfections and remove seams (Fig.04 - Fig.06).
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