Wednesday, 2 April 2014

The coming together.

These sequences of images show my progression of adding definition to my character, to do this I simply used the cut tool to had more lines and vertices, this then allowed me to pull specific areas of the body to create different muscles and defining areas.


I firstly started with the chest and abs, I needed to create defining pectoral muscles and abdominals too. I found that the best way to create these lines were again to look at the topology of the body and specific areas so I research some topology of the body and looked at images to give me some inspiration and some outlines of where I should be cutting in new lines, this should mean that when it comes to animating the character hopefully it will behave more naturally.


The next part I gave definition was the arms, I used the swift-loop tool in this instance to add some symmetrical geometry as this will be important when it comes to animating.


I then worked on the other different areas of the body; back, shoulders, neck, and legs. I used a variety of methods for manipulating the shape, but mainly consisted of cutting new vertices and then moving their positions, I found that because I was adding vertices and then adding the NURMS smooth, that some of the vertices needed moving quite significantly for it to make decent definition to the body .



Once I was happy with the definition of the body I begun to import the other aspects of the character into the scene, I firstly imported the head and simply attached it by using the target weld method, this process was very simply as I created the head to have 8 vertices to match the neck, it was a simple case of deleted the poly faces and connected the vertices via the target weld.
I then imported the hand and this deemed much harder than the connecting the head, basically because I followed a separate tutorial the amount of vertices were different on the end of the arm to the base of the hands, so this meant I had to cut more vertices in and then align them roughly to the same position as the hand vertices, and again it was the simple task of target welding.


Overall I am very very happy with the outcome of my model so far, It feels like everything is starting to come together and the overall look of my model is beyond anything I could of imagined creating at the start of the module, although the process has been quite long I feel that I have done a good job, I have looked at Auto-desks mud box which is a sculpting program, this allows the user to sculpt definition and lines into models, however I felt that with the time scale we have it would be impractical to learn a completely new program, however I believe it is something to look at in the future.
I know that some people have created human models in mudbox and exported them out to use as a model within 3DS max, this is an easy out option however feel that they're cheating themselves because they are not taking anything away from the module, I feel that the process I have undertaken has taught me loads about the program.



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