SOUL COVENANT

NEWS

2024.07.19

special

Summer research project by the SOUL COVENANT Staff "Let's Make an Eve Figure" Part 1: From the basic pose to details

The "Summer research project" is part of Japan's education system. Students observe plants, create art, and explore various themes, then present their process and results.

The SOUL COVENANT staff decided to try their own Summer research project!

The theme is "Let's Make an Eve Figure."

I will explain the process of making the figure in three parts, so please stay tuned.



Production Staff:

Shinpei Naito

Thirdverse 3D Character Modeling

I create figures as a hobby. I usually focus on male characters, but this is my first time challenging myself with a female character.



Part 1: From the basic pose to details

When creating Eve's figure, I decided to first reference the existing 3D model from the game to consider the pose.


第1回_01_ポーズ2デザイン画.jpg



I tried posing the 3D models based on character designs by illustrator Shogo Matsuo. It looks good this way.

However, since I'm making a three-dimensional Eve, I thought it would be better to have some movement. So next, I considered poses based on the key visual of Eve.


第1回_02_ポーズ1HPのイラスト.jpg

The pose with the extended left hand looked cool and made a strong impression, so I decided to base my work on this pose. I'm excited to see how it will look in 3D.

Next, I'll convert the low-polygon triangles to squares to make it easier to sculpt in Zbrush while utilizing the texture's UV effectively.

第1回_03_②ローメッシュの三角ポリゴンを四角ポリゴンに.jpg


I painstakingly converted triangles to quads... Really painstakingly...

But if I didn't do this, the mesh wouldn't flow nicely, so I kept going!

Phew... Finally done with that task.

Next, I'll smooth out each part in Maya and Zbrush to create detailed models.


第1回_04_キャプチャ10.PNG

第1回_キャプチャ.png

Using Maya and Zbrush, I added thickness to the model for 3D output, sculpted new parts as needed, increased the mesh resolution to refine the shape, and meticulously carved the mold to match the design illustration.

The 3D model in the game has a somewhat mechanical aura due to the character being an AI. However, since we're creating a figure, I wanted to emphasize a more lifelike, feminine form. So, I made some adjustments.

At this stage, the design is starting to resemble the final image I have in mind!



That's all for now!

Next time, I hope to talk about shaping adjustments that make the figure stand out, as well as preliminary coloring.

There is still work to be done until it's complete--



Website: /en/

Meta Quest:https://www.meta.com/experiences/6613144082114849/

PlayStation®VR2: https://store.playstation.com/en-us/concept/10008098

Steam: https://store.steampowered.com/app/2237740/SOUL_COVENANT/