Alright, as promised, only a day behind schedule, we’re back to work on the chair and this time, I’m gonna get it, if not right, then not so glaringly wrong as before. Now I’m as into the swing of things as I’ve ever been, the tricks that I figured out with Mudbox and Spec Power maps are fresh in my mind, and now I can go about shooting for accuracy rather than wrestling with the software.
So, here we are. Remodeled the base pretty much from scratch. I kept the casters and the seat frame since all they needed were some tweaks to their proportions and positions from the original version but were otherwise pretty accurate.
Sculpting is where things kinda got fun. I mayhaps shouldn’t have just started over from the base mesh I sculpted on before, if for no other reason than that I forgot until I brought it back into Maya that they were exported at a time when the frame was in a very different position, and stuff just plain doesn’t line up (most notably the indent in the backrest cushion caused by the armrests wound up too high, and the seat and backrest don’t quite line up right in Maya either). However, I’ve definitely managed at least a 100% fluffiness increase over the previous version of the sculpt. Probably going to require a bit of bouncing around between Maya and Mudbox next session to get everything lined up properly.