Friday, 27 March 2015

Character Modelling

For this assignment i am to model a character from reference and texture it. I start off by blocking out the basic shape of the character, matching the reference as much as possible. I then continue to add divisions to further the detail. I start primarily from the legs up using two different meshes that mirror.











Prior to making the model i UV map it, cut it into segments and then begin unfolding individual areas. 


I decided to paint the model in mud box as i thought it would be easier than attempting to paint the textures in Photoshop.








The final result i felt was some what rough due to my in-experience with mudbox brushes. With further experience i could possibly detail and neaten the lines and textures. With UV texturing being particularly difficult for me it resulted in a few errors and problems in geometry.

Lights Out

A series of concept art pieces for a group game project i was working on known as lights out. I was tasked with doing enemy designs that could fit into a game that was a 3D flying shooter. 



I deliberately wanted to use sharp rough shapes for the enemies in order to convey a more violent and malevolent to contrast with the protagonist Proto, who was comprised of mostly spherical shapes. 


A wasp or bee like enemy.



A design in which the enemy was held afloat by a pair of roto blades





Designed as a wraith the ghost would actively try to ambush the player through appearing on screen erratically


at the first the concept behind this enemy was to throw some form of a projectile at the player from the ground.

These were designed to simple attempt to collide with the player and as such would usually be encountered in hordes.


Below are the modeled versions of 2 of the chosen enemies.

The drone is a small insectoid enemy that was designed to attack in clusters. This design was loosely inspired by the appearance of wasps and mosquitoes. 

The Iris or its alternative name the Gemini, is a hazard enemy. Its a primitive interpretation of an eye that remains stationary, usually only being a threat when strayed to close to. 

 
The finalized version removed some of the unnecessary shards above the eye to make its appearance less vague to the player. Additionally a piece was added to the eyes' center which would be coloured differently to act as the pupil. 


The final version of the drone features a wider head and a type of visor that crosses it to give it a more carapace like appearance. The wings are also more bladed.





Maya T Rex

This time i modeled a T-Rex from scratch using a reference image. To start with i can form the basic shape out of a cube by extruding faces.
Its safer to start with few divisions to get the basic outline as adding too many too early will make things more complicated in future. 

I can slowly work my way down the main body, leaving the limbs until later on. 



Upon reaching the tail i can begin adding more divisions to an aligning them with the reference. 

 Upon completing the model i can smooth it out and cut individual areas of it to unfold the UVs.


The completed model can be textured or alternatively painted when export to mud box.



Animating

I had a go at playing around with a supplied 2D character sprite by adding and changing a few areas of the image. 
When adding anything to an animation, the changes must be carried over to each individual frame and at times changed slightly to blend in with the rest of the character's movement. 


The more frame there are in the animation the more time consuming and difficult working on it might be. This was a 12 frame animation of a girl walking which i added an extra to in the form of a mask. The mask could just be copied from one frame to another, but i need to make sure it followed the girls head movements as closely as possible else it would be detrimental to the animation's flow.