When I started modeling, I make new topology for every new project, but then I find myself reinvent the same mesh over and over again. So I think it’s high time I make a full body mesh to reuse in the future. I considered the mesh from Makehuman and Maximo Fuse, but I didn’t like using someone else’s mesh.
So I’ve been making and refining a base mesh for quite a while now. In each project, I refine it a bit, changing topology here and there, repaint some weights.
This one is one of my recent work. The mesh alone was able to hold most of the form and it deform decently in pose without much shape key correction. I only use high poly sculpting to enhance some areas like the lips, nose edges, lower eye lid and the fold in the neck.
The project was supposed to be quick but I ran into a bug that kept destroying the small areas like mouth corners, nose, eye corners and crotch when I move up and down the resolution levels, especially when I edit the base mesh. Even now I have no idea how to effectively avoid this bug, the only way I know is to not go down the subdiv level which is not very good when I want to tweak the artwork. Anyway, I managed to move on to finish the model.
For some reason I randomly placed a pale blue spot light on the ground and shine at the face. It made the whole render look much better especially the hair.
For this project, I rendered the high poly detail directly, no texture baking, post process entirely in Blender, no photoshoping.
Special thanks to Kyoko Hayashi for photo reference.