Thursday, 6 March 2014

Warden progress

After finishing modelling the armour in Zbrush, I have started to creating the new low poly mesh around the high poly model imported from Zbrush itself.


As you can see in the first image, i have changed some details when retopologizing the model. I have changed the leg armour (was hidden on the Zbrush model) and added some to the arms. I have also edited the body shape to make her slightly more curvy around the hips. the second image is a angled view so you can see the model better.


One of my team mates, melissa, has created a high poly sculpt of the wardens face, as you can see in the second picture above i started it when that screenshot had been taken. i have finished creating the bottom of the face, but i need the high poly sculpt of the helmet before i can model any further.


After completely finishing the mesh i was able to rig the model, i created a basic human skeleton within the model using the joint tool then added curves to act as controllers for the IK handles on the bone set.

 

i also animated the model to walk, as proof that for this project i can animate.

Once happy with the rigging and animation, i finally was able to start UV mapping and texturing. with the limited amount of time left on the project, i just UV mapped the torso, body and legs. But was only able to draw the textures for the main body unfortunately.

 
when i was UV mapping, i split the body up into coloured sections. this made it easier for me to create the maps.

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