Thursday, 21 January 2010

Character modelling

The image below is the modified version of Zodius. The model looks simple but it will give the idea of how the character would look in future development. The character will have a giant sword and possibly wings and fire breath.



This image below shows the first version of Zodius. The texture doesn't suit the style of the other models so the texture needs to be redone. The model also doesn't have the type of presence I wanted the bottom section will be turned into a dragon.




This is the female character in its un-textured form.


This female character has a very low poly count, for this model uv mapping will hopefully give the mesh greater detail. this only took about 1 hour to make which is a significant improvement on the previos model which took about 12 hours to complete.



This is the character mesh, its fairly simple compaired to the origional mesh, modifications were made to merge a lot of vertices that werent needed.



This is the full coloured model ready to be rigged and animated now, it looks just how i wanted, there were a lot of porblems with blender exporting the uv map image so i resorted to just using the default colours and assigning colours to specific faces.



I finally finished the first character, its now ready for texturing. The next step is going through a uv mapping tutorial, creating some seems and using photoshop to texture the character so it looks like the concept art. Some changed were made to the model, the hair had a rediculous amount of vertices with the sculpted bezier technique. the new hair is a simple mesh constructed of very few vertices, hopefully the texture will be what makes the hair look good.



I have now begun modelling the main character from my concept art. The character will be built as in the drawings, with the same clothes unless later modifications are made. The image below is the model so far. There will be some modifications when the rest of the model is made but as a starter this is looking how I intended.

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