Coloured version of Tamarrion |
Before starting on the mesh I helped a sick team member out by making some last adjustments to the turnaround of the antagonist. There was mainly an issue of the pose being to straight and stiff, also some parts were lacking a bit of thickness. As we need to get started on the mesh I decided to not clean it up to perfection. I got the basics down and any details will have to get addressed during the modeling, we do not have any more time to spend on it at this point.
I also did some producer tasks, which meant adding all of the environment assets to our scrum now that the concept art for the level is done. We have waited until that to add the items to the list so that we would know exactly what we need. I still need to add deadlines for them, which I might get done tonight.
I started out the modeling by creating planes on which I projected the four different angles from the turnaround (front, back, left, right). Then I created a box, starting on the clavicles on the shoulders, ending by the armpit. From there I used extrusion to create, first the body, and then from the body arm, leg and finally neck and head.
Very first basic mesh |
When I had the very first basic shapes, I started adding some loops across the body to get the general shapes, adding more as I went and moving on onto moving vertices and lines. I spent most of the time on fine tuning on the lower part of the leg and foot as that was where the biggest problems were. At the end of the day the leg started to look better but I still need to do a lot of adjustments.
Base Mesh at end of day |
The next step will be to adjust the body, arm, and finally, the booty, as it can be a tricky area I want to save it until the other shapes are starting to look complete. I am thinking of trying to create a highpoly in z-brush once I have the base mesh down, I have only ever opened the program once though, so I will have to see how that will turn out.
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