Sunday, 17 January 2010

Long Time No Post


Where have I been? Modelling........................................
I have been working through the more detailed parts of the model.  I am quite close the end of the modelling section of the project and I am pleased with the progress I have made.  I think that I am close to where I want the model to be.





I have been quite busy finishing off the main detail and resolving the issues that have been raised. 





The boots were an issue for me as I felt that the character was top heavey and didn't quite fit together.  I have bulked out the boots and defined the calf adding the support on the back.  They are now my favourite part of the character. I am really pleased with the shape and definition I have modelled.






I have changed the way I modelled the arm fins.  Instead of them being part of the arm I have created them as separate pieces.  This allows a smoother flow in the arm edges and a crisper finish to the fins themselves.






I have really enjoyed modelling the hands.  I have spent a long time adding the detail but am still not finished. I need to define the finger shape in the profile and add the armour plate on the back of the hands.  I am really pleased with the outcome so far and am glad that I have attempted to model the hands rather than using the Unreal set.





Finally we have the head.  I have deviated from the original design a little here.  I have added a mask over the eyes and developed the straps on the head to hold it all in place.  This design although it has been likened to an epileptics helmet, does solve the issues of space travel as my character can now have no fear of loosing his eyes ( like the scene in total recall).  I plan on adding lots of detail to the head where I have inset, using the texture and normal maps for depth.


3 comments:

  1. The air-in takes might be better served with mormals at a latter date. looks to much like extuding. All action need to be led by design and not the modelling softwares processes. the lines through the chest-area seam to run to parellel with the world. It needs to run with the form and not the world.

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  2. Hello Stas, in response to the air intakes, Dean said to leave them as I would never achieve that depth with a normal map. I will look at the lines across the chest and see what can be done.

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  3. Hi Stas, Yeah, I originally thought about him changing the intakes to normal maps but he is well within the poly count and felt they could stay as they do give that sense of depth.
    I really like how the boots have developed and the final design is really nice.

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