The face was no doubt the most import part of the work; I focus on modeling so that it didn’t result in a typical stereotyped pretty girl most near to the fashion bridge than my project. So I decided she must have her own charm and character to fit with the projects concept, and this is actually more personal than the result of a study.
The subject of character animation wasn’t something really within my plans, as it’s something I haven’t decided yet to learn, therefore the model hasn’t be prepared for such process, as there are for example there are some triangles in the grid. I hope to start my next project with this in mind and make a setup for positioning and perhaps animation.
Once the body was finished, I started to model the armor pieces that would cover it, following the reference of some sketches I made, and in some parts just improvising and doing unexpected changes. As I made this in my free time between professional work, I had the time to think and made the adequate changes as I learned.
All the pieces and parts of the armor were modeled using the box modeling technique, starting with a plane and a basic shape, this way there wouldn’t be hidden faces and there would less polygons and I would always recur to the Shell as a solution.
I decided that it was important to avoid too much detail at the model itself, as my ideas was to make the volume and detail through textures done by hand with Photoshop because I am not using programs like Zbrush or Mudbox.
So for this the process was the following, I created a map with unwrap above the armor part I intended to texture, I saved this map and in a new scene I applied as a texture over a plane, then over this plane I model the shapes that will be later used as bump or displace map. Using GI and painting the maps and its different channels (diffuse, reflection, bump) with Photoshop.
Texturing
As you can see, the textures I created are very simple, something anyone with some knowledge on V-ray could achieve. Basically it was materials composed of 2 or 3 layers and the basic parameters of reflection, glossiness, and the other channel materials.
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