In the beginning, sculpting is all about experimentation. By using dynamic topology, certain areas can be given more detail than others. I was constantly trying to create new patterns and designs on the bust. Since this was a robot, there was no fear of making the shape of the head disproportional. Basically, anything goes. I wanted as few similarities to a human as possible. Eyes were replaced by his diamond-shaped sensor, and anything resembling a mouth or nose was removed. The head pushes back and dips in to further emphasize the abnormal design.
When Sculpting, it is important to familiarize oneself with all the brushes available. Although many may seem to work similarly, the devil is in the details. A flattening brush may be more useful where a smoothing brush is currently being used.
After the head and shoulders had a design I was happy with, I began retopologizing. The sculpture was made of far too many verts for the character to be useful in any instance other than acting as the subject of a render. Retopologizing is the process of tracing over the sculpture in order to create a lower polygon version. When retopologizing, quads (four sided faces) are king. Quads give more flexibility in editing a model and offer greater subdivision predictability. Aside from that, they just look much better. As this was my first dive into retopology, I repeated the process many times before I was content with the result. This process was done one every part of the mesh
D4VE was designed to have multiple loosely connected parts. His chest, arms, and legs are made up of multiple different “muscles” that can be distinguished by their color. In order to make each one feel as though it has depth and preserve the design, each muscle was split and solidified. Each object also had its back faces removed to ease unwrapping and baking.
Next, I began rigging D4VE. The rigging process went smoothly, though I did need to go through and weight paint some geometry to insure no limb was dragging to much of the mesh. D4VE was not only make a provocative final render; he is also one of the enemies in my groups final assignment, “Project: Superhuman”.
Lastly I applied a physically based plastic material I designed. Being a synthetic robot, I knew I wanted the final render to be in a human setting. I designed the eames chair a couple weeks ago using procedurally generated wood and leather and knew it would be perfect for the scene. The table and bottle were created the same day as the render. D4VE was given as human a position as possible. Naturally, he won’t be able to drink the glass in his hand, but he doesn't know that.