Virtual Trajectories
Modeling
The modeling process was very hit and miss for me, it was the first time I was minimizing the number of objects used for a single model. To be exact only one cube for the body, but it was so interesting to play around with it and see how far can one cube go. For the eyes I used basic spheres adjusting them accordingly. I decided on making the model low poly and not overcomplicated, that is why I tried to choose a more simple circular shape, it also went pretty well with my character’s description and attitute. After I realized that I can not model anymore without breaking the mesh I began the process of sculpting, obviously smoothing the mesh first. This was the beginning of a bit of a rocky road because after smoothing the mesh it gave me ugly n-gons, so it made the mesh react to sculpting tools strangely, a bit of tweaking took place to say the least. Sculpting was fairly self-explanatory. I played around with the model until I felt like it has a relatively good amount of details. To give Davenchik more character I sculpted toes and fingers, ended up leaving only the toes as I started to suspect that I would need to retopologize major and rumor has it retopologizing fingers and toes is a bit of a pain. Tried out xGen for fur but that turned out to look a bit off on my model, so I decided to scrap it and continue sculpting. After that I ran in a bit of a wall, I was left with a very dense mesh and a huge number of vertices. I tried to decide on and play around with some of ai standard surface shader properties to develop the color and texture of Davenchik. I favorited the ceramic preset because of the glossy finish. I even thought about 3D printing a cast for a ceramic statue, but that is for the future. Also for some reason my smoothing tool created strange n-gons instead of quads so it was very hard to move any patch of mesh and consequently sculpt, I pushed through and after decided on giving retopologizing a go.







