Oh my he is coming out so cute! Which is funny because I almost gave up on this model. The head was really alien and disfigured for about an hour. It was definitely a humbling process haha
So for this post I wanted to chat a bit more about polycount instead of the extract method I use to make the armor. I’m still not great at it, but you’ll get the general idea of some “proper” technique.
Time to make some armor!
Creating the Pieces
I mask an area using CTRL, then go to the Subtool palette. Scroll down to Extract. Pick thickness, enable double, click extract, then accept!
Now you have an armor piece~
I have wire frame turned on by clicking SHIFT + F. This shows every square that makes up the mesh.
When it is this dense, it is hard to manipulate the mesh cleanly. I will show you what I mean.
I love using this functionality. Go to the Subtool palette, then Geometry. Farther down you will see ZRemesher. This nifty function takes your mesh and greatly reduces your polycount and usually creates better topology.
See how much better the mesh looks? Instead of jumbled lines you can clearly see a nice grid. This makes it much easier to cleanly mask an area.
I masked a small border at the bottom of this armor piece. I then went to Deformation under the Subtool Palette. I was able to use the Size and Inflate sliders to cleanly manipulate my mesh.
Here we are! This armor looks much cleaner than a lot of my previous models. Goes to show there is also something new to learn :)
If you look closely, see how the piece of armor looks way more rough than the arm piece I made in this tutorial? If I used this technique it would have come out more clean. I put some weathering on the armor anyway, so I decided not to fuss with it.