Tuesday, 23 November 2010

Game Art Design and Animation Week 3:Modelling

I began modelling my character by importing the image planes to base my model from and i found that having to start modelling looking through all four views would help to get the overall model done. Having the image planes visible showed how much in length and width of areas of the character would need to be but as you can see from the side view my model would have a much longer head.

As you can see i had only modelled one half of my model and this would help in getting similar proportions once mirrored to the right and with only having used 1387 and 3000 polycount limitation this would seem more than enough once fully mdelled.
After getti the shape of the model completed i remembered that i would need to add the air containers to the model and from the image plane i saw that i would need a smooth, circular polygon for the air containers but because of knowing how many face i ahve left to work with i tried to limit the amount of face for each of the air containers.
Here is the full view of the air containers so far and trying to position them to correct placement to the image planes was difficult as these weren't the types of shapes i was wanting for the model but working around that problem i was able to get as close to the shape as possible.
After completing the placement of the air containers i began to have a dificult perspective from telling where the character is to the air containers so decided to get the basic colour onto the model and added the blue to the air containers to see a much clearer overall model. 
It was much difficult to get the colour onto the individual polygons of the boot and the glove, so i had to separte the glove from the overall model and the same to the boot and once that was done i put the colour on and combine them back up and once i've done that i will be able to tell where the boot leaves off to the character.

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