Sunday, 9 December 2012

Modeling process

Just a break down of how i modeled Edlyn with some still renders i took from 3ds max:













she isnt finished yet the texturing needs alot more work

High poly character final concept


 After going through diffrent iterations of characters i got an idea from the butterflys i have in my bedroom of a fairy like girl with butterfly wings and this is the final outcome of that:

 The feet are incorrect, they look as if they are broken rather than suspended in flight
These are face concepts to help me get a batter feel for her, i also named her Edlyn



 
 These are the final turnarounds to help me in 3dsmax

 This is the design for the embelem that is on the back of her cloak
 Just some notes i wrote around her head to remind me of design staples like the button nose
Wings diagram

Character concepts

For the next module after the concept document we were to design and create two character models based on our year long theme, i decided to start with the higher poly character which was allowed up to 6000 tri's.

i have also now become aware that things in the games industry are not usually measured in poly counts but rather a tri count, which suits me just fine its was just an interesting peice of information i was not aware about untill my tutor told me.

i started this character with some sketches, the majority of which were not taken forward as they didnt go the way i wanted them to, i started quite a few of them by diving straight into the turnarounds which i have now discovered dosent work for me, concept art first to give the character some personalityseems to be my best way of dealing with the situation

i also decided early on these two characters would have a sort of toon art style as it adds some variety to my portfolio as i am doing realistic character models for my honours project.

here are some examples of the failed artworks: