In retrospect, I somehow managed to inadvertently pull an all nighter. Woke up at 3am on Tuesday and didn’t go to sleep until 6am this morning. There’s something refreshing about working about 9 consecutive hours on a project. And by refreshing I mean hellish. I was trying to make a nendroid base model so that it can be prototyped and casted, unfortunately, I think I may be late by a day. The irony is, the original intention of of the model was so that I won’t have to sculpt it out by hand; however, I still have to sculpt certain things (hair, clothing, and hands) by hand, just because it would be easier than trying to do it in Maya.

Hopefully, HOPEFULLY, I can get this printed off today and get it back by today. But honestly, it’s looking like a no. I still think I want to make a cast of it, but it’s going to be a stretch if I I get it back on Monday instead of being able to work on it over the weekend.

First Render

First render, giant head

Second Render

Second render, still giant head

Final Render

Final render (ignore the background image)

As you can see nendroids have pretty freakish proportions. Adding hair should fix that (assuming I built the models correctly).

Now for some technical notes:

I ended up following this tutorial found here. They ended up employing Dirk Bialluch’s connectPolySphere script (which can be found here) which proved to be super helpful and pretty easy to use. Versus using a layered approach, I ended up just caging and hacking apart a low res poly box…which I’m pretty sure I just butchered the jargon, but hopefully got the point across.

It was sorta funny; originally I intended to use zBrush, but due to me never learning it properly, I quickly gave up on it and switched back to Maya…although that was tough too, due to the fact that I haven’t really used Maya for about 3 months.

Anyways, at this point I’m just rambling. So I’ll just conclude and say something almost completely non-sequitur: I have a lot of respect for sculptors and their abilities to make things symmetrical.

Leave a Reply