After a few experimentations with heads, we decided that we quite liked this one, as it had the feel of the character being quite large and muscular compared to the real life character showing that he didn't stand too much of a chance.
We then came up with this for the body, this was going in the right direction, with the correct attitude and muscles, but was slightly too caricatured.
Finally we achieved our final design for the character which implements all the different elements from the previous concepts as we still have the larege muscles and the impending look of his face, all we need now are the colour swatches for him.
The final colour swash we considered to work the best as the skin on the character looks slightly like it has been made out of stone which reinforces the fact that he is going to be an extremely tough opponent to beat.
Creating the character in sculptris:
We initially started with the head and added slight detail to this, as it stood the was the first early stages to our character and it was looking promising.
We manipulated the head even further to a stamdard that we were extremely happy with we could now continue and develop the shoulders and body.
When we began to sculpt the body we started off with a very low amount of detail which allowed us to obtain the correct size we needed.
Finally we could begin with the muscle definition around the abs and shoulders as well as the top of the arms.
We then thickened out the rest of the body to get a more human like shape to the character.
We could now start to model the legs of the character which like the body we started in an extremely low detail manner which like before was to get the proportion right.
We could now add the karate style pants to the model, he now began to look like the character we had drawn and we were very happy with how it wsa coming in to its own.
We now created the full character without realising we had done one fundamental mistake, which was the fact we had not modeled the character in to the T-pose which would cause many problems down the line for when we had to rig him.
When we got to the point of bringing him in to 3Ds Max, we realised that we wqould need to vastly reduce the polygon count to be able to rig him, which unfortunately meant that the detail in the character would be lost, but we still managed to lower him to the point where you could see what we wanted to achieve whilst too being able to rig him.
With the endfess problems that we ran in to with the character not being in the T-pose we decided that we would have to re model the arms so that the envolopes would not be touching the legs.
We had to seperate the ID's of the model to allow us to out different textures on him.
This is the final render and texture of our 3D character.
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