First of all I began by modelling a basic head and body. Making sure that the topology on the character was how it should be, with no triangles and with accurate edge loops containing zero gaps.
After this i got the two parts and merged the vertices together making sure that everything lined up properly and accurately. The topology still looked good at this point.
I combined the two halves of the mesh and fixed any sharp edges. I also used Mayas visor options to create teeth, filing them down to create teeth that would fit the character nicely. The character was created with the intention to be quite anxious and nervous and so I wanted him to be quite gaunt, spindly and sickly looking in the process. In order to fit with the closed off nature, something that would also go nicely with the Arctic vibe, I decided to add a hood to the character.
Following the addition of the hood, I began to texture the character using UV mapping. Here is a front and 3/4 render of the character. Here is the UV map too. I like the idea of using block colours for a character as I am a huge fan of older comic book styles where solid colours were used in the stories.
After this came the rigging process. I used advanced skeleton, the maya plugin to rig my character. Now I am moving on to the skinning process.
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