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Making of Angel by Edward Fleissig

making of angel

Concept - I didn't create this model with the purpose of making a real time character; I wanted to represent a modeling and concept exercise. That's why, the low-poly phases of this model are missing from the working process.

The idea of this project was based on a portrait I've made in ZBrush, and this portrait inspired me to create a whole character. I didn't have a specific idea of how this character will look like, I just wanted to attach him an interesting body and a pair of wings.


concept

The concept part was made directly in ZBrush, by modelling different shapes, by adding and cutting elements. I didn't used for this phase of work a 2D program, because I can materialize my ideas easier in a 3D environment compared with a 2D one. I'm very attracted by this spontaneous way of creation, first of all because I can be surprised anytime by the interesting result I can obtain. That was also the case of the 3 pairs of arms. Initially I wasn't thinking of making them, but at some point in the process of creation I multiplied a pair of arms and arranged them below the existent ones. I was satisfied by the result, so I continued the multiplication and I created one more pair. Finally, I obtained three pairs of arms that I kept till the finish.

Generally, after I find the answers concerning the sculptural and aesthetic view of my work, I begin to search symbolic elements that have a certain atmosphere. I consider that this step is a very important aspect that gives the work originality.

The symbolic elements that I used for this character was: the belt with the two portraits, the  tentacles that come out through the back of the character and the general posing that suggests by each anatomic element, a specific attitude.  


Modeling


I used for this model more types of anatomic references; for the human anatomy I used images of bodybuilders, and for the other anatomic parts (not-human), I used images of reptiles, birds, sea creatures. I gave a special attention to the joining of the two types of different anatomies, trying to achieve a general and unitary anatomy as realistic as possible.

For the modelling I used in most cases a few brushes, but specially I used “clay brush” and “move brush”. Also, I used a personalized version of “clay brush” that I made especially for helping me with the details. All the brushes can be personalized depending on the requirements, by using a large palette of settings that allows you to create infinite versions of a specific brush.

brush

As I mentioned before, I used for starting point a portrait that I further completed with a body, legs and arms. Then, as the concept was growing, I added wings, more arms and also legs of an eagle.  Many of these elements were created apart and then added as subtools.

For combining all this elements and for being able to model them together for creating a whole, I used the function “merge” of the subtoolmaster plug-in. This allowed me to work on all the elements together and to eliminate the visible joining between subtools.

After the modelling reached a medium phase, I split and retopologized the entire model, for preparing it for an advanced modelling. Unfortunately, I didn't save the intermediate phases of modelling, so I'll show you the subtools splitting on the final model.

Therefore, I split the character in the following five individual parts:  the head, the torso with the arms, the two wings, and the legs.

subst

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