The character modelling process has had more thought than I had originally expected from the concept to be put into it, because of the characters' semi-robotic nature I couldn't decide between a more mechanically modeled (and eventually rigged) model, or a more organic mesh whilst keeping the hard surface effect in the armour.
Both options were new to me, as a mechanically influenced character would be a new rigging experience for me, so I tried it out with some basic spheres/boxes to create what would be the the skeletal structure of the character and it was pretty simple, I also created a rough organic layout to the character so that Simon and myself could decide which might be closer to what we were looking for.
After having decided on a more organic model with decidedly android like traits, I realized that the best way to go about achieve the aesthetic we had envision, I would need to model the inner-'Armour' and essentially robot organically and add a more hard-surfaced outer Armour later.
Hard surface modeling wasn't something I have used in the past for character creation and decided to experiment first with a basic helmet shape for our characters.After having figured out the technicalities and the workflow of the characters and was satisfied with tests; I started work on modeling our characters based on the concept images, the group was happy with the results so this development flowed.
The final result was very close to our concepts and accurate to what the group had expected of them.
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