Ice Skater Character Continued – Hair Creation
As explained last week, the task at hand this week was to create the hair for the female Ice Skater roughly following the preferred reference image seen below.
Sketched Female Head - Reference |
Spline Modelling the Hair….
Before producing the final hair, several different methods of production were attempted in terms of resulting appearance and performance. Firstly perhaps the most effective tool for realistic looking looking hair is the “Hair & Fur” modifier. This was applied to a series of hand-drawn splines surrounding the circumference of the character’s head, allowing the Hair & Fur modifier to create long hair following in-between the splines as guides. Although this produced realistic result a lot more work would have been needed to comb & reshape the hair to prevent it from intersecting with the character’s face. In addition to this it had a negative impact on render speeds, severely slowing them down which would have made rendering animations extremely problematic. Consequently this method was soon scrapped for a different technique involving box modelling. A simple box was created above the character’s head and was then extruded to roughly follow the shape indicated by the reference image. After producing half the hair this method was also abandoned given the fact that the resulting object looked too solid and lacked some form of layered appearance to that of real hair. Therefore a third option was adopted involving hand drawn splines which were converted to editable polys and modified to match the curvature of the head. Once one was made it was cloned a vast number of times, each segment was then altered using a combination of the scale and move tools to produce the desired look. Although this method was found to be rather time consuming the final result was immensely satisfying especially once a created hair texture had been applied.
Hair Spline Curving | Layering |
Hair Back View |
Some Clothing….
The penultimate task to complete was to give the Ice Skater some clothing, however before doing so, considerable thought was given to how this would affect the animation at a later stage. Originally a skirt was planned however due to the fact that the female Ice Skater will raise her legs extremely high during the animation, this could have adverse effects on a modelled skirt for example where it becomes over-stretched or the legs may intersect it causing rendering issues. A “Cloth” modifier would most likely be used however these sorts of objects can misbehave when attempting to animate them and “Reactor” could be used to fine tune its movement. However given a lack of experience animating cloth and the focus of the assignment gearing more towards the actual body language it was decided to model a simple leotard which would obstruct the character’s mesh as little as possible.
Leotard Creation
To produce the leotard “Plane modelling” was used to rapidly follow the existing contours of the character’s body, one half of the leotard was made which was then cloned and mirrored for the opposite side. Holes were purposely left around the neck, arm and leg areas so that these limbs could pass through without intersecting with the leotard mesh. With the whole object selected an “Extrude” modifier was applied to give the leotard some volume rather than remaining paper thin. An indentation just above the waist area was also created adding in a couple of edge loops which were scaled down. This was done to simulate a change in fabric material for example in the top and bottom halves of the leotard. The basis of the leotard was worked out by viewing a PDF tutorial and was adapted to fit the character mesh. [1]
Rear Poly View | Front Smoothed View |
References
1. Realmling, February 2009, 2009-last update, Modeling a Sailor Fuku in 3ds Max ‐ Part 1 ‐ Leotard. Available: http://www.realmofsavage.com/tutorials/SailorOutfitModeling_part1.pdf [March/12, 2010].