Showing posts with label modeling. Show all posts
Showing posts with label modeling. Show all posts

Monday, November 14, 2011

Evil Wolf Model

I think after some takling, the evil WOlf Model is finished. I spent about two days on the body and a day on the head. If there were lots more time, modeling could go into even finer details. However, I believe Leo's and my ideas for this character will be quite enough. The only question I have at this stage is , does this model need UVs to be layed out? Cause the texture work for metallic ice supposedly will be coming from a more complex maya shader.


Other than that, it's time for rigging.

Saturday, November 12, 2011

Modeling Progress: Evil wolf and Doll

 I have started modeling the evil wolf. The approach here is to have two modeling layers: soft , for rigging purposes, and armor. Again, some shapes will alter for better translation.


Details on the doll’s model. Sticking to the feel of concept painting I have added facial detail and some trimming. I also posed it already, as supposedly this character won’t be animated as much (only overall float and some cloth simulations).


 UV’s for both, the good wolf and the doll are also ready. However, I won’t be moving to texturing just yet, as I imagine the priority is to get the characters rigged so both of us, me and Leo, can work with them while texture and detail maps will be readied


I'll finish the bad wolf model and then move to the scary fields or rigging .... 

Monday, November 7, 2011

Doll Model

The hand-made doll  for representation of soul. The model is finished in its basic form. I suppose greater detail and some other little props will be brought in Z-Brush.


Sunday, November 6, 2011

The Good Wolf's Model

The base mesh of the good wolf now is ready. The details of the body will be added in Z-brush and exported as either displacement map or normal map. But before doing this, I’ll model the bad wolf in the same way. So then I’ll have both of them ready for rigging and skinning . We’ll be able to play with them setting for animation, while working on detail maps (displacement, colour, and so on.)

II also add here the progression of modeling. Again, much like in drawing : block out first, detailing later, finessing last.


It required me to learn the anatomy and topology for quadrupeds, to prepare this model. But it then was quite a straight forward process. I’m quite excited the bad wolf is going to be  of totally different approach, looking forward to nailing it :]

Tuesday, November 1, 2011

Shape Translation Test

This is the base layout of the good wolf. For now it serves as a shape test, how drawn designs translate into maya. If after discussions all seem ok, I'll move to detailed modeling. Also, quite clearly, I'll have to research  geometry flow for quadrupeds as deformation in animation depends on it. Both, me and Leo estimated a week for each character's modeling ( texturing excluded ). We shall see how it goes.