First hello to all, I am Luiz Alves and this making of will show briefly the methods used to develop the character Space Mariner.
Below try to explain everything in parts so that you can understand how to organize the 3D project , but not like a recipe of the cake, because this can change according to the type and complexity of work to be done.
Part 1: Concept -
After observing many movies and games about space wars feel like attempting a project a little more challenging, something to escape some of the patterns that usually follow, then came the idea of developing a space mariner, a character of war.
Part 2: References -
Already prepared some ideas in mind but decide to get some references images to inspire me. I found some interesting images as Starcraft, Gears of War, Quake, etc..
Part 3: Drawing -
With the references I already started to develop, but try to get some ideas on how would the character and their equipment will look, while drawing the look I little used the theory of how to create a design to remember characteristics of references I used, but provided a new identity, something that was not so common. Also noticed that the references could get something lighter and more functional allowing mobility to the character.
Part 4: Modeling -
Using the concepts created as a reference, started the modeling in 3ds Max. After the modeling I removed the extra polygons that are not visible to the observer to optimize the model and making the model lighter. To obtain a higher level of detail made the mapping of the character first and then export your mesh in ZBrush in OBJ format, where created the displacement maps.
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