Studying a Bachelor Degree in Game Art, hopefully learning the skills to design model and texture characters in a game ready fashion, and how not to chronically abuse 3d studio max i have decided to compile a journal of my day to day workings...

29/01/2011

Guns

Looking at the atomiser again i found a way to quad the loops from the barrel to the handle.

Wraps

finished the unwrapping of my character now just the weapons to do now. But im currently in the process of acquiring the latest studio max so i will wait till then and use the spline unwrap feature as my bow is slightly more complex. Ive filled two UV maps with the cloak and body and half of the third with the extras like the quiver guantlet and shoulder guard, the rest will be filled with the weapons.

20/01/2011

16/01/2011

Quivers

I forgot to add a quiver to my character so today i have spent drawing up some blueprints and modelling it. Now all i have to do is model some arrows to go in it.

13/01/2011

Boots

With some guidance ive been removing redundant edge loops to tidy up my character, in the process i managed to remove around two thousand polys. I then spent some time adding some extra detail to my boots as before they were very bland and straight. Now they have folds around the ankles and straps to break up the linearity, a little heel was added to add some definition to the base of the boot.


08/01/2011

Bows

Ive become a bit stuck with the character so to keep productivity up and have a change from Isaiah i modelled the bow he will be weilding. Here it is.

06/01/2011

Seamless

Today i spent remodelling the cloak without the seam in, second time round was a lot quicker as i knew all the tricky areas to lookout for. I dont think it looks as good but i think it has been modelled far better and will be a more efficient use of polys. anyway i included both as a comparison.


05/01/2011

Capes

Ill be honest over the christmas period i did no work until the 1st of jan which is bad i know. I figured that if i took a break the work i would do would be far more rewarding and enjoyable. What i have done since last time is model the cloak in two parts and started on the armour piecing. The armour is no where near finished but ive included it give a better feel of how the character is turning out.

The cloak was tricky in parts because i wanted to incorporate the fold down the right cheek that would flow into the cape; i realise this could have been done more efficiently with normals im no expert but i didnt think it would look right.