After successfully creating the body and hair, I’ve moved on to the intricate details of Cupid’s costume and accessories.
Crafting Cupid’s Wardrobe in Maya
The first task was to create Cupid’s attire. I started by modeling the clothing and shoes in Maya. This involved understanding the drape and flow of fabric, as well as the structure and detail of the footwear. It was a challenge to ensure that the clothing would not only look good but also work well with the character’s rigging and animation.

Enhancing Hair with Subdivision Surfaces
To give Cupid’s hair more depth and texture, I added subdivision surfaces to the hair model. This allowed me to create a more detailed and layered look. I plan to use brushes that simulate the texture of hair to paint in individual strands and then turn these into transparency maps. This technique will give the hair a more natural and dynamic appearance.

Wings of ZBrush: Crafting Cupid’s Wings
The wings were another exciting part of the project. I used ZBrush to sculpt them, employing a similar method to the one I used for the hair. The challenge here was to maintain the intricate details while reducing the polygon count for optimization.

To address this, I used a clever color-coding system in ZBrush. I marked the areas with deep grooves and details in red, and the areas where I wanted to reduce the polygon count in blue. ZBrush’s dynamic subdivision feature allowed me to自动识别颜色, ensuring that the red-marked areas retained enough polygons to keep the sculpted details, while the blue-marked areas were reduced to optimize the model.
Preserving Details with Remesher
The remesher tool in ZBrush is a powerful ally when it comes to optimization. However, directly reducing the polygon count can lead to the loss of sculpted details. By using the color-coding method, I was able to preserve the essential details while still creating a model that is efficient for rendering and animation.