Time-budget
Idea Development
I had a couple of choices on how to do the assignment, and I decided to use this route:
Only difference is, retopo is for the week after easter instead of the same week (Which would be a hell of a lot of work).
Work
I started by making my basemesh in Maya by using curves/surfaces.
I made a simple model of my character using multiple objects. I had four image planes, but I mostly used the FRONT and LEFT views as reference.
I decided to drop these shoes, as they were to "boxy"
The final base mesh in Maya. Not much detail.
I opened Zbrush and imported the base mesh from Maya.
Here I started the sculpting process.
There are a lot of images below showing the process.
Kinda looked Batman at this point.
The cheast was way to big here. Also, I had started the process of making the mouth, which was really diffuclt to do.
I really had noe clue of how to do it, but I simply looked at myself in the mirror, and got som ideas.
Just trying out some different forms.
Here I had gotten the mouth/lips how I wanted them to be.
Here is the finished sculpt. Face, fingers, clothes, etc. It took quite some time to get everything right.
I made a simple shoe. But due to time contraints, I couldn't use too much time on this.
Here started the more interesting part of the job. Modelling the different parts for the character.
The image below, shows my drawing of how I wanted the magnetic weapon-holder to look like. It might not look like much, but I had the idea mostly in my head.
I think it came out really nice.
(Image below) This is the button on the chest of the character. It works as a switch, for the magnetic weapon-holder. Basically, when the character presses this button, the magnetism would either turn off or on, holding or letting go of the weapon.
Also due to time contraints, I couldn't finish the "rope" that goes around the character and connects to the different parts. I will have to do this in the retopo/texture week.
Here I made the hat/head armor.
Here I experimented with some eyeballs for the character.
Due to my characters huge eyes, the eyeballs were quite big, and intersected with each other easily on the inside. But, that's fine, considering it's not a realistic character, and you would never see the inside of his head anyway.
Here is the shoulder pad armor. I began making it by using curves, then making it a polygonal object. Then I used the lattice deformer, to change some forms.
I think this is the model that I appreciated making the most, the weapon.
I should have collected more pictures of it, but I think it looks really nice. Might be a bit flat on one place, but otherwise I think it looks beautiful.
As I had done everything I had time for, I made some renders.
One front view, one side view, and one three-perspective-view.
I used a neutral studio lighting system, and then rendered it using Vray.
Finished Product
I really enjoyed making my character come to life in 3D. I'm obviously not completely finished with the modelling. I'm mising: Belt, shoe-details, leather-straps, and probably something else that I've forgotten.
Comparison
I wanted to see how the end result looked in comparison to my initial plan.
So I brought the renders and my original drawing together to see the difference.
Some things have changed. His head and legs has gotten shrunk down a bit, his nose has gotten a bit wider and his chest a bit smaller. But these changes were done on purpose luckily. I am really happy with the result. My first time modelling my own character, and I think it came out really good.






























































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