The first thing I do is gather references of the materials I will be texturing as well as images that will help me figure out the form of the character. Since there is no character sheet showing the different angles of the bunny, I search for similar concepts or illustrations of characters drawn in different angles, as well as 3D characters done by other artists.
Depending on the asset that needs to be made and how difficult it is to model, I will either choose to model straight in ZBrush or Maya. Usually I would model inorganic assets in Maya and more organic assets in ZBrush. For this project I modeled the bunny and his clothes in ZBrush; the fishing rod, hooks, strings, and ropes in Maya.
I started by blocking in the character using basic shapes such as spheres and cylinders. Referencing often to the reference images I found. I adjusted the shapes from different angles until I felt pleased with the shapes. I would then use "Merge Down" (if your shapes are inserted as separate SubTools, you would need to do this so they are merged into one SubTool) and "Dynamesh" to merge all the shapes together in one continuous mesh.
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