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My goal is to work on the harder characters first, and slowly work towards the easier ones. That way it will feel less hard to go through the rest, depending how much time I have.

The only problem with Gobu is the right side of his face got corrupted in a way, so the other eye would look pixelated/distorted. I had the idea of giving him a different expression to overcome this problem. This way, it could also giving him more personality.

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Working on Chi’s design was more difficult than Lucio, as there are more asymmetrical and complex shapes to his design.

It took me a while to figure out how to merge symmetrical and non-symmetrical layers, without both turning mirrored or the mirrored half disappearing.

I’m learning more of the different tools to create sharper shapes on the clothing, and generally getting use to Nomad. I am hoping to produce more of these models faster.

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I was able to import the model as an obj. and bring it into Procreate, however I was not able to figure out how to do UV mapping and paint only on specific areas of the figure. I saw a tutorial how to do it, but my model was not too compatible and it would take more time to do.

It was faster and easier to paint directly on the model without proper UV maps, and the outcome looked good. The only problem is Procreate does not allow symmetry/assisted drawing for 3D models, so I had to paint everything without the tool.

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I’m still learning Nomads features and adjusting to the user interface. I am able to replicate the clothing with the reference image well and follow the silhouette with decent effort. I do have to clean up and organize my layers better, as they feel all over the place.

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Following this tutorial online: https://youtu.be/wzk9p7ORCf8?si=hR54qGQLUrfh0u8X

I was able to create a base using a reference image of one my characters. I decided to start with the simplest one, and plan to do the complex ones going forward.

I realized created the “PlayStation/vintage” model will affect getting complex details in (especially for the harder characters) so I will end up modelling my characters as is, rather than in a specific video game style.

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Discussion of moving forward with modelling my characters for this lab.

We discussed and confirmed my lab will be separate from Lorraine’s thesis.

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I am hoping to use this week to catch up with 2 of my characters, and hopefully more. I am finding it difficult to balance my lab with my other classes, but I aim to have as much characters I can make without falling behind.

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Painting with no proper UV maps makes it hard to colour specific parts of the model. I had more problems with Chi as the brush would paint through clothing, and it becomes a hassle to paint over/erase everything.

Another issue I came across is applying the face on the model, as the shape tends to warp on the model and has a hard time being symmetrical. In this case, all the figures going forward will have slightly different faces. This could help give each one more personality as a happy accident.

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Characters I plan to work on in order from hardest to least:

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Characters I plan to work on in order from hardest to least:

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1. Hiro (the asymmetrical outfit, patterns)
2. Seji (hairstyle and belts)
3. Ace (cape and bows)
4. Maiku (cape)
5. Atama
6. Castus
7. Lux
8. Rags (incentive to work on my 2nd favourite character last!)

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I came across this problem only with Saku when I tried subdividing his model so his hair would be more smoother. I got these weird “cracks” that I couldn’t paint over, so I had to work with the low polygon model.

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The lines disappear with the low polygon model, but the hair is more blocky.

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(I found a better and cleaner way to rotate the models)

In the future, I might want to rework this model so the hair is more smooth like the rest of the characters, and make his hair bigger (as I later found it smaller compared to everyone else, making him look taller)

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I’m starting to get the hang of creating the simpler models, and this one had an asymmetrical hairstyle too.

I also found out it would talk me a day and a half to finish modelling, and half a day to colour it.

Musa had almost 0 problems when making him, so I feel like I am getting the hang of it.

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Old

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New

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Notes:
- fixed his face more
- added missing colour to belt
- added pattern behind model
- modelled actual sandals for him

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Old

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New

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Notes:
- fixed face more
- made hair bigger
- added pattern behind the model
- added extra colours to shorts and shoes

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I am currently working on the final character Rags, and I’m hoping to have the 8 characters completed by next week.