Thursday, 14 April 2011

Character model - Eschen

To create the body, I started out with a 4x4x4 box, and selected the NURMS subdivision tool. This turns the object within the viewport into a rounded box shape. I then use the vertex control points of the NURMS cage to shape the box into a basic torso shape. I extrude shapes outwards to form arms, legs and the neck. When modelling at this stage, I tend to only focus on one side of the object. This is for two reasons, particularly with symetrical organic shapes; I can use the symmetry modifier to copy a side over to the other, and also I can manipulate this effect to create ridges in the torso down the center. Although this ridge is harsh, I can soften it out properly to make a realistic looking muscle structure. In general, once I am happy with the shape of the model, I will check whether of not the NURMS subdivision is at all necessary. If my model is well enough made, even in a lower poly version it will look how I want it to.



For the head, I generally use symmetry modifiers from start to finish, except for the final adjustments. I begin as with the body with a 4x4x4 NURMS box. Much of my modelling process is simply sculpting and tweaking, only extruding and adding shapes where necessary. For complicated areas such as the mouth and the eyes, I bevel a face inwards a few times, particularly around the area for better animation morphing translation.


 While modelling this character, I had to look at alternative sources to give a better perspective on a three dimensional view. I looked particualrly at the Aliens from the Alien movies by Ridley Scott. The exoskeleton shapes and alien aesthetic was interesting to model, and I felt alot of freedom to create shapes and sections that would have otherwise made no sense on a basic human model.


Tuesday, 5 April 2011

GAMES DESIGN ANIMATION PROJECT

Dance!

(Just testing bodily constraints with a fairly OTT movement .bip file and thought i'd share the love :D)

GAMES DESIGN PERSONAL PROJECT - RAID 5/4/11


This is the second character of my project, the autonomous golem 'RAID'. Raid is an extremely heavyweight robotic character, so I shall implement animations to emphasise this. I found this character difficult at first to model due to a lack of conceptualised resources, however after sketching up a rough plan of the side view, everything fell into place. I literally managed to get this whole model finished in less than 6 hours! The original concept on the left is owned by Alex Newton of Windflower studio's.


Head and top torso, before resizing

Arms and shoulders inplemented, again prior to re-sizing 

 Finished model without textures in place, resized shoulders, arms and head to give a better sense of size. This change came about after confering with the original artist, who wished to show RAID's sheer size better.

Early biped placement, works to a certain extent. Will have to better size biped components and remove undesired control points before I actually animate.