For the most part, the sculpting process has been straightforward, based on practices I have already learned and utilised beforehand. There were two main hurdles that challenged me:
1. Inconsistency in the concept sheet.
2. Creating the hairnet.
1. I noticed these inconsistencies early in the project. There's a variety of sketches of Riley, so intially, I was going to focus on the 3/4 quarter view of her standing. However, there were too many irregularities for me to rely on this concept alone (highlighted above.) It was not a tall hurdle, but it meant I had to pay more attention to measuring the proportions of Riley from each viewpoint. Also, due to the multiple layers of clothing closely sticking to her body and her poofy sleeves, I had to make sure the clothing was aligned and set up cleanly in a way to make skinning/rigging less headache-inducing.
2. The bigger challenge was figuring out how to create the hairnet, in a fast, modular way that followed the pattern in the design. There was a lack of relevant tutorials or reference images of how the hairnet formed, so I asked fellow artists for ideas or guidance. (Massive thanks to you all!) After trial and error, I came up with a solution:
1. Create a single poly rotated 45 degrees, and convert into an array pattern along cylinder frame.
2. Apply shrinkwrap to cylinder around sphere.
3. Bring into ZBrush, convert every poly into individual polygroups.
4. Subdivide mesh, then create curves via "Mesh by Frame" in the Strokes dock.
5. Apply rope IMM brush along the curves.
6. Adjust accordingly, and create half-knots at each intersection.

Regarding the hair strands, I'm still considering testing if loose hair cards would work for Riley's hair, but I thought I should sculpt the hair for now to reduce flatness in detail. I can see test whether I can combine hair cards with this detail, reduce the detail in the sculpt, or remove hair card implementation for Riley.
...aaaaand now here's a step-by-step shot:
I think it looks faithful so far to the original design. There could be areas for improvement, such as the folds in the backknot and adding tension folds in the hairbun, but I will leave Riley as is for now before I start losing interest. Next up, I'll either work on her shovel prop or make a start on scupting Jimmy the bird!












































