This week I finished modelling and unwrapping Dorethe which came up to: 14,908
I also fixed the hands on both of my models after some tutor feedback; though there are still some tweaks I want to do.



I started out with some curved planes to do the brushed back part of her hair and to also give myself a starting point.

I then modelled some wavy strips for the side of her hair. To make curls for her hair I used the Spiral tool which you can also adjust to make low poly, but believable curls; I'm so happy they have this shape tool else it would be hell to model curls.


I then added, smaller curls to frame the face, added curved planes to pulled back hair for depth, made the base for her braids, and also modelled her earrings.

As these braids were a lot smaller I made these using relaxed capsules, then arranging them to look like braids. I then used the Bend Modifier to arrange the strip around her head.



Trying to work out how to make the larger fishtail braid that she wears and the back.

In the end I used thinner, warped polygons which I moved around, curved and tucked in to give the illusion of the braid, I'm really happy with how this turned out. I then added some accessories to her hair that collaborated with her earrings. I feel it's the small details in a character's design that really helps bring them to life.




This is my final model for now, I still need to do more optimising on tricount of the hair as it's actually higher than the body, though I did give myself a larger budget for details such as these.



Although you won't really see her feet in her long dress myself and my tutor thought it would be good to have them modelled anyway. I used a mixture of reference for these shoes to create a custom look that worked best for Dorethe.
Her current tricount is: 14,908 which isn't too bad for a semi-stylised character with all the details I had in my concepts.

Now that I've got Dorethe modelled to a level I'm happy with for now, I'm going to be rendering Vivienne and then modelling her as well.
My goal for next week is to have them all modelled to a final standard (including deformations for rigging where needed), critiqued on, and finally I can move on to actually making the clothes in Marvellous Designer.