Thursday, 5 April 2012

Modelling improvements

I had a talk with phil and he revealled a few problems he was having with my character. He thought that the textures were becoming to complex which lead to too much visual information. Another problem was that he wasn't look big enough or anywhere near mean enough. So I have gone back a few steps and created this new fearsome head and made him larger.


I didn't want to make the head TOO different, so i started to think about how he would look under the previous mask that he had, and as the modelling continued I added a few more piece like the elongated chin. The eyes will be covered by small fibres, so that they are simular to the eyes of a flea, which is where the main design where from.



Thursday, 29 March 2012

Loki's UV's and Texturing


To my surpise, the Uving wasn't as difficult as I had first thought. It turned out to be almost straight forward.




The Texture map is slowly changing as it evolves through the process. I keep finding places that I perhaps didn't think about in a large amount of detail before I started it.




For me, the character is looking excellent!, I like how I see the character grow each day. He is starting to look more and more like a games character now and I can't wait to get him moving. There is still a lot to do in terms of texture because certain areas need refining. Plus the main thing I have to sort out is the problem with the chains, which I have forgotten about for awhile now...






Tuesday, 20 March 2012

Chained arms




The chained arms are modelling, however it leads to an extreme problem! There is now so many links in the model, which have around 80 polys each, it makes the poly count sky rocket to 164,000 polys which is rediculos and something needs to be done. I'm now going to experiment with particles to bring that poly count right down.


Friday, 16 March 2012

Stage one of modelling neally done



Loki now has arms!! Im getting so excited, he is looking even better than I thought and I am no where near finished yet :D His frame and details are changing slightly as I model him just because of the decisions I make when modelling. I have realised that all his details are quite big, for example his shoulder armour or his fingered torso. This is a problem because the bigger the detail, the smaller he looks. So the next stage requires me to add smaller details which I am more than able to do.




Thursday, 15 March 2012

Fingers modelled into the side of the torso

When modelling the fingers I thought it would be best to model them in their extended state so that they can be rigged and then moved.




Wednesday, 14 March 2012

Modelling Day Two





I woke up today and looked at the model, I started to think that the neck just was not working. I didn't like the metal panels that cover the neck and I thought it would cause problems when moving the character. Now to make him feel more real and more believable, I wanted to have a fleshed neck. Something that I could work some skin textures in and a few added spikes (Mwhahah). This does also leave me to remove four of the six tenticles/legs, but I really don't mind that because they were also causing problems with the chest and the future rig.

I'm going to have a little break now and continue the model in an hour or so :D