Sunday, February 13, 2022

Model 2: Knight (Legs)

Final Model for Knight's Legs


The legs for the Knight were very basic, the legs were created using quad draw on the base mesh which was then deleted and replaced with the finished leg mesh, it was then smoothed and tucked into the boots which were made from a plane primitive under each foot which was then extruded and folded around the foot to form the boot. The boots were also bevelled to give them a more softer appearance without making them too soft. 

Saturday, February 12, 2022

Model 2: Knight (Torso)

 Final Model for Knight's Torso


For the torso I used quad draw to create the chainmail shirt, then I used quad draw again for the robe and extruded it town to form the lower half of the robe. I used cube primitives to make the armour plating on the chest, shoulders and arms. The belt was created using quad draw and then smoothed to give it a better look, the robe was also smoothed. The bag on his hip was made using a cube primitive which was then bevelled and extruded before using the insert edge loop tool to make the cube more round to give it a more bag-like appearance. The sheath was made using a cube primitive which was extruded and then then stretched to the appropriate length. Further primitives were used to create small details like the bands and other pieces on the sheath. The string around the bag was made using quad draw as were the straps for the armour playing on the arms.   

Friday, February 11, 2022

Model 2: Knight (Head)

 Final Model for the Knight's Head


The coif was made by using quad draw on the base mesh and wrapping it around the head but leaving the face section open, I then smoothed it so it looked more like a hood. 

Sunday, February 6, 2022

Model 1: Space Trooper (Legs)

 Final Leg Model for Space Trooper

The legs were made by using quad draw on the base mesh which was then deleted and replaced with the new trouser legs. The best was also made using quad draw and the skull is similar to the helmet in that it was taken from the third character and modified. The grenades are cylinders which have been modified with ring primitives added to be the grenade pins. The holders for the grenades were duplicates for the grenades which were cut in half and bridged to create perfectly sized pockets. The knee pads were cube primitives and the straps were created using quad draw and extruding. The boots were made using a plane primitive as the base, it was then wrapped around the base mesh foot and extruded to the seen size and length, the base mesh was then deleted and the trousers were tucked into the boots. 


Saturday, February 5, 2022

Model 1: Space Trooper (Torso)

Final Torso Model for Space Trooper

The shirt was created using quad draw on the base character mesh which was then deleted and replaced with the shirts. The armour was created using a cube primitive which was then extruded at the sides and wrapped around the torso and joined at the back using the merge tool on the vertices. The pouches where made with a cube primitive and then copied to make multiple. The scarf was made using a plane which was extruded and warped to the correct size and shape before being smoothed to give it a more natural, fabric look. The backpack was made separately using 2 cylinders and some cube primitives, more cylinders were used for the pipes.  

Friday, February 4, 2022

Model 1: Space Trooper (Head Model)

 




The final head model for the Space Trooper, he has a faceplate which can be lowered, a pack of cigarettes taped to his helmet, an insignia on the forehead section of his helmet and some scarring on his face. I used Quad draw was used to create the shape of the helmet which was then extruded to make it thicker. The Faceplate was created using a single cube primitive which was then divided using edge loops and then changed to fit the size and shape required. The scars were sculpted onto the face using Maya's sculpting tools as this saved the need to export the head into ZBrush and saved time. The wings on the insignia were made using cube primitives and the skull was taken from the third character and scaled down and adjusted.  

Thursday, January 13, 2022

Peer Questionnaire and Feedback

 I conducted a questionnaire which was answered by some of my peers, I asked questions related to character design and parts of the process to ensure that what I was doing was correct. 

This question was about whether or not using bump maps or sculpting would be better for small details, from this I can see that using a bit of both depending on the detail is the right way to go about adding those small scratches and other details. 

 

This question was about softwares, there are two main softwares which are used when modelling characters, in this case Maya was the most popular choice, this is likely due to it being the industry standard and would not require me to learn a new software. 
This question was more about character design in general, from this I can see that it is important to convey a character's story and personality through their appearance, things like scars and other small story related details serve to make the character more interesting than if I simply tried to make them 'Look Cool'.
This question was asked to get some more detailed answer's about my peer's favourite characters and what about their appearance made them so memorable, whilst many didn't list a favourite character they did describe what details they think make a character memorable. From the responses I can gather that a character's clothes and sense of style can say a lot about them and make them more memorable.














Portfolio

 Here is some work which I am proud of and willing to show from the last few years.  A drawing I submitted for a competition at an art socie...