Tuesday 15 December 2009

Blueprints

Hi, folks!
Now that my head modelling is doing pretty good I have moved on to working on the body.
these are the blueprints i've made for my character (the side view is a little off but I should be able to work around it without too much trouble):

the design has been bulked up a little compared to the original concept, this is so the model will fit the Unreal 3 skeleton when it comes to getting the character animated and in game. But I think he looks a lot cooler this way too. Skinny isn't too threatening unless your name is Baal ;)

Let the modelling commence!


I hope to start getting some nice Photoshop work done along side the modelling also. Should give me chance to get used to using a graphics tablet, which I REALLY need to do.
will need to get some more sketching done first but there's plenty of time over the christmas break.

ta'ta!
B.

Tuesday 8 December 2009

self maxtrait.

head modelling! hid my ugly mug blueprints so you don't have to suffer through that ;)
this came together very fast, just in the time spent at college over two days.
with lots of help from dean getting edge loops looking right, and getting rid of annoying tri's
I'm still gonna try and tweak a lot more but I like the way it's turned out!


B.

Monday 30 November 2009

Character Module

Hello again.
I've still a lot of stuff from the last spacial awareness work to put up, mostly about Unreal 3 since I have very few max renders at the moment. I'll get round to that soon enough but i'll start on the character so I can keep that updated as regularly as I can.

first just started with some very rough sketches:

the one highlighted in blue stood out most to me so I went with that one.
the others looked too much like skaters or stroggs. they were only very rough/30 second drawings with the idea of getting a cool shape/silhouette out of them.

when it was drawn up in more detail the cloth parts fit as well with the plate shoulders and arms as they did in the sketch. And it looked more of a feminine/final fantasy XII style character rather than a ass-kicking assassin.
so a couple more sketches to change this.
the shoulders and forearms looked a lot more sci-fi on this one but the torso wasn't too impressive:

looking at lot of quake4 concept art and games like deadspace / hellgate london, a rough idea for a torso developed.

going with this one and adding more metal to reinforce the cloth and making the torso look more complex I came up with the following stage:
once this one is finished i'm getting it put into some blueprints to start modelling in Max and bringing the finished model into Unreal 3!
more drawings to come no doubt :)

B.

Wednesday 11 November 2009

Texturing

Just about called it a day on a texture for my floor panels for my level.
still might add something around the middle part of the model but here are some pictures.



more to come soon. i'll be gathering a lot of stuff from previous work to put up :)

B.