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Before I started modelling the character I spend a week or two to research character design process using Blender, as this was my first time using this program. I tested and model random objects to get use to the user face. I research the process using sites like YouTube, Linda and so on. There are multiply ways of doing each process and I looked at a lot off them to see how I would approach each step.

When modelling the character in Blender, I started with a polygon plane. I model a low poly type of the character using all the tools that are available in Blender, to create a good topology flow. This makes the process down the line easier. Making sure I have all the poles where I wanted them and as few poly triangles as possible. I model each piece of armour as their own objects then grouping then together, the armour mesh is separate from the main character mesh, which is one whole mesh. Once I had a low poly mesh I was happy with, I would sculpt a high poly version using the low poly mesh as a base starting place, using the sculpting tools Blender had. I could also import the low poly mesh that was already sculpted in Blender, into Zbrush as a obj, so I could use all the sculpting tools the software had to offer, to add even more detail. I subdivide the mesh off the character model and the armour model, this divides each polygon in half that doubles the mesh’s polygon count. I subdivide the models a few times, this gives me more polygons to work with, allowing me to added a lot more detail to the character.

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As this was my first time sculpting it took a bit off getting used too and I did some researching on how to use the software’s, looking at tutorials on YouTube. But it was easy enough to get use to once I learnt what each tool did to the mesh. I used a graphic tablet, this is a computer device that allows you to hand draw into programs like Zbrush, in a similar way someone would use a pencil and paper. I used it to move and shape the polygons where I wanted them to be, letting me add all the smaller details that you couldn’t do without the sculpting tools.

After some feedback on the original model I made some big changes to the characters design. The first character model looked to menacing and an unique enough character. I changed the low poly model topology by scaling and moving around the polygons it already had. Creating more defining features being thinner in the waist, arms and legs making a unique body type. I made the feet bigger to better resemble the roots of a tree with heavy foot steps. I made lots of changes to the features in the face, with the top of the head angels being smoother and the jaw bones becoming thinner.

Low Poly

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These changes allow the character to emulate more emotions that could make him better to relate to. I then used this new and improved low poly model to sculpt onto in Zbrush, creating a new higher poly model. I think these improvements to the character resulted a more unique and better design.

High Poly

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