This is a project that I've been working on for the last two months, approximately. This blog is going to be a short rundown of what was involved in creating this guy, up to where I am now.
Kayen is being made for several reasons. The first reason being a small competion between me and a friend. See who can create the coolest character, that would be at home in a game like LoL or Smite. It could be a recreation of an existing character or you could design a new one. I designed a brand new one.
Another reason for creating is because it's fun.
The first line turned into a series of rough sketches. I modified these in Photoshop to create a concept that felt good. A lot of changes were made to get the right balance in the character and the right sense of scale and mass.
After that, I made a workable modelling sheet. I refined the side-view and created a front-view, based on the side-view.

The next step was to create a new low poly model. I also tried to create a fully edgelooped character. This should prove beneficial when I start to animate him. Getting him fully edgelooped meant using far more triangles than I had anticipated. Although not insanely high, by modern standards, it ended up being far higher then I had first envisioned.
the unwrap was created using a plugin for 3DSmax, called Xray Unwrap. Unwrapping was fairly pain free. That meant I could take the new low poly model into Mudbox and start texturing. After several experiments I now have something that works fairly well. I am still not certain I will keep the current colorscheme and I think I'll change it to something brighter.
For the sake of adding mode color and breaking symmetry, I added some warpaint and I will add more. It had proven fairly tricky to get right, as most warpaint means something. So I've had to create a very simple cultural backstory for Kayen.
All this work had taught me a great deal about character creation. A creature, like Kayen, requires much more work then I had thought. It is deeply interesting and gratifying to do, though.
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