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.


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