Modelling and texturing have taken up waaaay too much time
this week, especially seeing as I am only doing one of the characters. I
thought his big bulky shapes would be easy to model but I have had to start
again a few times.
First time I started modelling him I began with a box that I
gave multiple subdivisions. I also took advantage of the relax modifier to
round off the edges of his torso. This got really messy really quickly. I kind of
realised how bad I am at modelling with this project.
Hi I’m joe, I have a degree
can I please have a job?
Needless to say I started again shortly after this mess.
Instead of going for the box modelling approach I used a plane to start with in
the shape of his waist, this was so much easier and nicer to do I wish I had
known about it sooner. So my final model looked like this.
This is before I retopologised the model, the polycount was
around 2300 at this point but I got it down to 1800 for the final model,
considering I was going for a mobile game standard of detail I thought this was
a pretty reasonable amount to use considering this character would be played by
the user of the game.
Texturing was actually really fun with this project, took
about 1 and a half too days so I didn’t end up spending too much time on it
like with other projects. I used a cool approach Mitch showed me last year for
his face. I found suitable pictures and used the colours from them to inform my
choices of skin tones. I also used a soft light layer of a really deformed face
and painted over that. Fun.
Yeah he got a bit uglier than the original concept showed
Final render of him is below, I used marmoset for this which
is really great for getting beauty shots of your model. I cropped him out from
the distracting background though and gave it a few cosmetic tweaks in photoshop
afterwards.
So with the character project finished I can start looking
forward to Christmas and doing some shopping, Im asking for some nice art
books. Can’t wait to have some spare
time to draw! Woohoo!
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