Mable Case Study
Research
At the start of every project, I like to research everything I can around the subject. In this model, the intent was to create a woman with stylized textures. The research started with a quick review of anatomy and reference images. Then I looked into Wabi Sabi elements that will help enhance the scene, but not take to much attention away from the subject. By researching the subject well, I can be better at honoring the subject and the model. After my research was collected I made some concept art sketches to guide my process.
Blocking Out
The blocking out phase is all about simplicity. By identifying the most basic shapes in the sculpture, I plan the scale, limb locations, and general form of the object.
Topology
Once the general form has been blocked out, I plan the topology. Paying attention to how the polygons flow and wrap around limbs aids my sculpting process later and gives me a rig friendly mesh.
Sculpt
During the sculpting process, I further define the the curves of the model and begin to add in the details unique to the character (such as sculpting the hair, adding detail to the clothes, shoes, etc.). I utilize the multiresolution modifier so the topology is not disturbed or warped. A basic material is then applied to identify UV islands for texturing purposes.
UV Mapping
Once the sculpting process is complete, I map out the UVs so the textures will be as seamless as possible and prevent any warping on textures.
Texture
Lastly, I paint on custom PBR textures to finish off the stylized look. This character in particular was inspired by a fusion of the styles of Genshin Impact and Pixar characters. Once the textures are complete they are applied to the model and placed in their rendering environment with lighting and planned camera angles.









