Tuesday, 10 December 2013

Inspirational Model Update - Modelling of the legs

This post will show you my current standings with the inspirational model with regards to the schedule made a few weeks ago.

Again, like with the body post, below will be several screenshots that I have annotated; describing the process of creating the leg model and the next step for it:





The first two images show what the character currently looks like within the modelling stage. 

The final image is of a close up shot of the actual leg model itself. Like said in the schedule, I started modelling the leg by creating a basic primitive box and then I added extra edges, converted it into an editable poly and shaped the leg as close as I could possibly get it. 

To create a smoother look to the character I added a 'Turbo Smooth' to the legs and body, however by using carefully placed edges around the model, it allows me to control the amount of smoothness; so that the model doesn't become too smooth and it then looses its shape.

Sunday, 8 December 2013

Week 12 - Character sketches 3

Here are some generic character sketches that I did for week 12; again like said before I am trying to do different characters every week to practice and iron out my skills; by sketching different characters it allows me to understand basic shapes and how they fit and merge to create a character, object or building.





Week 11 - Sketch and drawing practice (human detail)

After the lesson this week, I felt inspired to start practicing sketching human elements. I know through my own experience and by talking to artists or watching an interview on them; that getting the head structure and hand structure right is very hard as there is so much detail.

I decided to practice my drawings of heads/ faces and hands:

The portrait sketch that I originally tried didn't work very well as all the proportions were wrong; because of this I decided to research tips and hints for getting the correct structure and proportions, by following the step by step lessons and tips, I understood more on human head structure.
Below is the 'template' for head drawing that I created:




The template lines the have been drawn allow me to see how the eyes line up with the ears and the mouth.






















Below is my hand sketch:


With regards to the hand sketch I just used my own hand as a reference to get the shape and detail down. 

Monday, 2 December 2013

Week 10 - Character sketches 2 (mech designs)

To practice my drawing skills and further develop my skills, I try to make some character sketches every week.

This week I felt like trying to create my own mech characters, below are the designs I came up with:


















































I drew inspiration for these character's from the Transformer's brand.

I find the mechanics of transformers pretty cool and interesting  because these character's have body parts that can bend, fuse and combine with other to change their appearance altogether.

The annotations within the sketches help to show my ideas for them if I were to develop them further.

Inspirational Model Update - The model of the body

As stated in my Inspirational Model Schedule blog, this week the main section of the character will be modeled.

Below are some screen shots to help illustrate my comments:






Here are the layout panels that I used to start off the modelling process.

I scanned in my sketches of the inspirational model.

By right clicking on my scanned digital image and selecting 'proprieties', it allowed my to see the dimensions of the images.

I then opened 3DS Max; and created two panels, and positioned them like seen to the left.





I then loaded the image files to the corresponding panel by selecting the file and dragging and dropping it into 3DS Max, onto the panel.




By doing this, it allows me to model in a rough, but proportionally accurate shape for the model.
























I began modelling the head and body as one mesh, I started with a panel and shaped the oval head, using extrudes. As I brought the head to a close (at the bottom) I left a hole, as this allowed my to extrude downwards to create the neck and then the body.