Wednesday 23 November 2011

New Head

As I made a new body, I decided that I should also make a new head to go with it :). Once again I decided to do something different. I sometimes see myself as quite stubborn, and I wanted to stay away as much as possible from video tutorials however this time I decided to against it and create a head using one. Instead of creating the head in the video, I mimicked their creation of a man for a woman's head and below are the results!

(By the way the video was Gnomon Workshops' Head Modelling Tutorial).

Front view 

Wireframe of front

Side view 

Side view wireframe

3/4 view

Tuesday 22 November 2011

New body

After much deliberation and being disappointed with the body I previously made, I decided to create a completely new body. Call me fussy, but I just want to ensure that I have completely pushed myself to create the best possible model I can. This way however, I tried something a little different. Inspired by my supervisor I first moulded the body in the Mudbox then created my own topology in Maya following the animation edge loop ideas from CGMascot.com.

CG Mascot Animation Edge Loops

Taking the basic human model I changed it into a female body, adding hips, adjusted legs and adding buttocks.

Adjusted human body placed in Maya






As you can see above I have made the original model live, this ensured that I can use the create polygon tool and create a new mesh over the adjusted one. I went as far as colour coding the edge loops in a similar fashion to CG Mascot to ensure I did not lose track and I did the retopology. Instead of me using the hands that previously existed with the model I used the hands from my previous body, this ensured that I was not dependent on the base model. 



Created body with new hands

Wireframe of body front

Wireframe of behind showing replication of CG Mascot edge loops



Sunday 20 November 2011

Creating the body 2

Just a quick update to show the completed body. I have added enough edge loops into the arms and legs in order to create the boots and thigh guards. 



Front view of model


Back View of my character

Smoothed view of the character

Wednesday 16 November 2011

Creating the body part 1

Creating the head can always be quite tedious, so in order to give my mind a breather I decided to move onto the body instead. I didn't really have a set plan as to how I was going to construct the body, only that I knew I had to first get it to look like the body in the reference images, then adjust it to fit my own drawings.


The first thing I did was to place the references images within Maya and align them correctly using flat planes. I also adjusted them slightly in Photoshop just to be sure they were aligned.



Side view of alignment in Maya

Front view of alignment

After the alignment was completed the next step was to start creation on the body. I first deleted half the mesh and created a proxy of the right side, so that I can view what the mesh looked like smoothed.(See below)





As you can see I have not been focusing too much getting the correct edge loops, I have been more worrying about achieving the correct form and mass of a human.

Creating the legs and adding the breasts to the model



Adding sufficient edge loops to the elbows and knees in order to ensure that they can be animated


Friday 11 November 2011

Multiple Heads!

I found very quickly that creating a head is a very difficult task, especially if you lack an in depth knowledge of the anatomy, subtle signs between male and female heads etc. As a result I struggled here, trying to create the head as close to the reference as possible. Although the head got better with time( and alot of tears) I still am not quite satisfied with how it has turned out.



I actually went to the extent of drawing multiple heads to gain a better idea of not only of how a females head should look but also for the shape of the head and eyes.


I enjoyed it so much that I even coloured in her head adding the cloth and mask from the concept. As the title suggests there was multiple heads I created. So here we go:


Too masculine


Wireframe showing edge loops

Final State


After creating these variations, I have decided I am going to move onto the body, at the very least block it out, then return and finish the head, to get it exactly as I want it. Making it more feminine.

Saturday 5 November 2011

Creation of the head

Before i started creating the head for Raes I conducted some research into placing the correct edge loops for the head. THis should allow for better animation and texturing. An example of good edge flow:


As you can see from the above image not only is the head all in quads, but the eyes, nose and mouth are cordoned off according to the loops. The main areas to watch for are the edges of the mouth and eyes. They can cause numerous problems later on if there is not enough geometry around those areas.


Using yet another reference, I started creation on the head.

Front View Reference of model

Side View Reference

I also decided to use additional references for the head. Mainly because I wanted her eyes to be more enticing.


Additional reference 1

Additional Reference 2

Friday 28 October 2011

Raes Front/Side/Back

Hey, I know its been a while since I've posted, unfortunately Uni has been throwing many projects at me all at once :(

Whilst creating the different view points I realised that I had not entirely thought of how to create the holsters for the back, so after some planning I created a dual holster for both the sword and arrows. There is even a small holder for the bow to sit horizontal across her back, rather than a vertical position. The main problem with such views (particularly because she has her head covered) is that I am unable to see her face, and therefore will need a model or a drawing to create her face. I have also decided that rather than me always showing the final product of everything I do, it will be best to show you what I create and my thinking as I go along.

Character Profile



Using a model from 3DSK, I created an outline fleshing about the main bone structure for my character. This is vital as everything must begin from a framework.  Using an excerpt from both Fundamentals of Drawing by Barrington Levy and a PDF of an Andrew Loomis book, I created my own 'mannikin frame' as seen above.

Starting with the front, I then proceeded to create each view.

Front: I used the frame and studied different bodies of women on the internet. These mainly consisted of models( which 99% of the time  are photoshopped to hell to create the 'ideal' woman). I also looked at the women in 'Anatomy for the Artist' by Sarah Simblet as well as the 'Monster book of Manga'. This would give me a broad range of body types, as I think I got her waist ratio just right. 




Back:

For the back I copied the front profile and edited it slightly in order to make the view appear from behind the character. Was again using my references I then created the Back View. So you can get an idea of the different elements I have separated them below.  




Side: 

The side view was created mainly as a reference for the placement of items, hence why there is a lack of detail. I think I many need to revise it as her bum lacks shape.



Furthermore I have played around in Mudbox to try the proposed body shape along with attempting to model the clothes on the character ( never done it before).




Wednesday 12 October 2011

Final Character Concept Complete

I have made the necessary changes to the character, particularly adding more sigils  in order to follow the character profile: 

Name:Raes

Age:22

Sex: Female

Race:Human

Setting:Medieval Fantasy

Weapons: Sword. Bow + Arrow

Realm:Sigil Realm

Currency: Obsidian Manticore

Profession: Arch Gladiator Mistress


Thursday 6 October 2011

Self Critique

After some time I have discovered that there are many problems with the design elements of my drawing. I really need to improve the overall look of the character as too many parts are simply left to the viewer to 'fill in the blanks' as much of the clothes/armour are very plain.


Wednesday 5 October 2011

Trial & Error

I have finished sketching a new concept of the character, hopefully a lot closer to the character profile. In order to create this character I borrowed a pose from a Dynasty Warriors poster. I created an outline based on this pose and began putting armor/clothes on the character. This time round I have used cotton and leather for the clothing  rather than metal plating. I also used a lot less images of clothes from the web as reference.


It was pointed out to me that I have not included where I have gotten my inspiration from, below is a clothes collage and an abstract collage. The abstract collage was used to incite a brand new set of ideas to draw me away from copying and pasting other ideas.


Friday 30 September 2011

Project Proposal: 3D Game Character

For my final year project I have decided to create a game character using Autodesk Maya and Mudbox. I truly believe that this will be both the most challenging and exciting model I have made to date. I am even slightly nervous as I am unsure what the outcome for the project will be. It could end up really successfully with me learning a variety of new tools along the way or one which has not turned out the way I expected. Either way it will undoubtedly be a great learning experience, as I manoeuvre over obstacles through motivation and the help of my project supervisor.

I would love to include a very short animation of the character, even in a standing pose breathing, if I have the time to do it, anything that would show the personality loud and clear. Speaking of personalities, let me provide a short break down of my character.

Raes(a name derived from the Seventh Sanctum.com), is a Arch Gladiator Mistress from the Sigil Realm. A world compromised of humans who have turned to their own blood to provide them power, like a necromancer. The realm is pretty desolate, almost post apocalyptic, with broken buildings/structures and I cant help but envision plenty of ripped cloth, such a ragged world she lives in. Her weapons compromise of a bow and sword(with her name carved into it). The sword is a blade, it does not necessarily have a handle at all, but rather a huge steel blade. On her right arm she will have a set of bandages roughly wrapped around her hand and forearm as when she uses the blade it cuts her, dripping blood into the sword which empowers them both.

I haven't quite decided on the clothes yet, as I start creating concepts that will become clearer to me, however I do see her wearing plenty of cloth, leather and her arms filled with the Sigils of her Realm.


I have finally decided to use 8000 triangles as the poly count for my project.  I believe this will allow me to test  my modelling ability and provide the necessary detail to work on my model.

I still am unsure if I will use Mudbox or not, I need to improve my understanding of the anatomy and my general drawing ability first! 

I began my concept art by drawing a basic outline of a character as seen below, I  was sure to focus solely on on the physical attributes of the character ignoring any clothing at this stage.

 




After creating the basic outline the next step was to scan my images into photoshop, and create a silhouette of the front view of the character. This way I am able to create multiple concepts of the character very quickly using the basic outlines.


Coloured in the silhouette



Out of all the concepts I created I decided to use the concept below,, it seemed to appeal to me the most and I believe it was the strongest silhouette out of the drawings.

Added white lines to show positioning of clothing and enlarged image
Added a base colour

Final Image after adding shadows and highlights



Unfortunately, I was not entirely satisfied with my concept. So I decided to once again begin concepting but this time use more references and attempt to create a character that reflected the profile.


Reference from 3d SK


Overlay from the original reference, using additional references to create the rest of the body. (Did not use original face and arm)



Added clothing to the character



Final Character Design