Making of Gordon Ramsay - Caricature
by Jason Edwards Web: www.outlaws3d.com


Ya gotta have Sole

The character needed some shoes so where better than to start than a poly cube. Again it was a case of extruding the faces and shaping into a cartoony looking shoe. These were then finalised by adding eyelets created from a couple of torus’s that were cut in half and positioned, the laces were created from a cut nurbs torus and shaped to fit.


You need Hands

Again more extruding of faces this time to rough out the arms. At this stage I like to add a little forearm twist (45degrees) to help the aid the joint twist when the character is rigged. It can save a rigger a lot of pain too when painting  the weights for this area. I add another 45 degree twist to the wrist area to bring that back into a horizontal position  ready to extrude out the hand . After adding two more edge loops to the arm the palm is then created and shaped after two more extrudes .The forefinger and thumb are the only two digits to be made here, the other fingers will follow after the uvs have been created. I try not to get bogged down with repetitive processes, especially uvs. So from the front of the palm its 4 extrudes outwards to create the finger. The thumb is created by selecting one lower and one side poly of the palm and extruded in the same manner as the finger. The forearm then has extra geometry cut into it and shaped to resemble the tendons and muscles leaving  geometry ready for the other fingers.



Block Head

As with the body, the modelling of the head begins with the image planes being set up. Once again our trusty poly cube comes into play for the modeling aspect. Again a few splits and tweaks and the head begins to start to take shape . I tend to have a ‘gung ho’ moment and just go for broke cutting in the nasal labial and the lower lip area with one big loop, it helps me establish where I’m going to place the rest of my edgeloops that will follow from the eyes and nose and the rest of the mouth, it looks jumbled right now and the geometry has more than just quads, but not for much longer. It’s now time to start getting organised by getting the ‘jigsaw puzzle’ of the mesh to line up and get rid of the junk. The geometry is now clean enough now to begin creating more details for the eyes, lips and nose. Edges are extruded for the nose tip and connected via the Philtrum followed by filling the hole where the nostrils will be and splitting the geometry to shape it up before extruding for the actual nostril,  then more extrudes for the nasal holes. The lip area was pretty straight forward, by selecting the edges and extruding inwards toward the mouth cavity gave the lips the initial form then by adding the extra loops, tweaked until they matched the sketches.



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