Wednesday 17 February 2010

Character Development - Update

It's been a while since we last updated the blog. Ive been working hard creating the models for the animation...

My ideas and skills have developed since the first model shown below:
I had a few attempts at arranging the topology correctly until this model was made I was satisfied with the main topology for this model and built upon it for my further models.




A week later, after adding textures and further development on the topol...Here is warrior number 1: The Sub Surface Scattering skin shader in mental ray was used to create the skin tone with a texture mapped to the colour input.
below are the base meshes for the body and face

Heres warrior number 2: made some adjustments to his facial features, where his body remains largely the same as number 1. Extra apieces of armour and clothing have also been modelledHere is woman number1: Her body is not textured at this stage, not have i decided on whether to use fur or not for her hair... research is underwaywoman number 2: Also untextured... i have been experimenting with fur... its proving quite difficult to achieve natural looking long hair... this one, with short hair doesnt really do the trickThe main man - the priest himself... This guy is going to contain the most detail... in order to keep the poly count down ive been experimenting with normal maps in zBrush... still need to figure it out.
All of these models should be finished by the 26/02 and be ready to rig and animate. Ive been experimenting with TSM and found it very quick and easy to set up a basic rig for our characters.