Hello Polycount! I'm new around here, and I'm trying to improve some skills. I'm also kinda new to the game pipeline and 3D modeling in general.
I recently completed a degree in Cinema and Multimedia (which had very little 3D related classes) and I hope one day to get into the games industry.
As I hope to share knowledge and improve my work, crits and comments are always welcome!
For my first post I'm showing some W.I.P. on a humanized cat-like character I'm working on.
I will try to keep this model in under the 2500 polys budget and I might make him some clothing and props.
For now I'm hand modeling this as a practice exercise, I will be studying some mudbox sculpting further down the line.
This is the main body blockout:
And here I have the hand model:
Again, the full body but with the hands attached (still a lot of tweaking to do):
Again, any comments, critics are very welcome
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P.s.: I had this posted on my Digital Sketches thread, but I migrated this project here since I noticed all the other digital sketchbooks are more about 'actual sketches'.
Replies
Might be worth a go. It should help you improve your anatomy too. Good luck!
I know that, but I've not yet started studying digital sculpture, I might start working on some MudBox Tutorials in a few weeks/months.
Yup! I'm doing this 'by hand' to practice.
Yes, I've used some reference (photos - google) for both the cat-like face and the human-like body. I'm not yet 100% happy with some shapes and proportions, but I'm working on it.
Also, I'm not yet totally sure about the general design as I'm doing this based on a design of a friend of mine but I might give it a twist.
Oh, I'm not using a specific set of references, I basically looked at some male photos and anatomical drawings in pinterest, nothing too specific. I searched for references as I needed them, for specific parts of the body/ (arms, legs, etc) etc.
Also, this is not the 'final' pose, as I might rig the thing for later posing and the final rendering.
Yup! that's a good point you both stated there, I should be working with a better considered set of references, not just looking for it as I go! Thank you guys for the tip! Next time I'll post an update I'll be working with more specific references.
About the tris, I might go over the topology after finishing the model... I might be adding some clothing and props (not yet sure if I will have the time, as this is portfolio - personal work). Also, I probably won't be doing any high-res work on this one. As I said above, I'm using the project more as an exercise for poly modeling and later to practice some PBR texturing/rendering. But I'll try and keep an eye on those tris. Thanks!
Here is the original design illustrated by Pedro Miranda (artstation profile - Check out his work) :
I might end up with a bit of a different design, I'm looking for a more humanized and bulky character. Also, I might change a bit the clothing and the I'm thinking on giving him a scythe instead of a sword.
And here are some of the anatomical references I've been using:
I already did some basic clothing and now I'm starting to model some props.
I might tweak the face structure a bit, specially the eyes.
Another thing I wanted to do is a lamp hanging on some chains attached to his clothing.
However, I'm not yet sure what's the best way to do the chains.
I've started by modeling a ring and then duplicated it and rotated to create the chain model and
now I'm thinking on rigging the chain with some bones so that, when attatched to a spline, I could pose the chain the way I wanted to.
Here's a screenshot of the work in progress for the chain:
Any ideas on how to properly model and rig a chain for in-game rendering and animation?
Screenshots of the updated version:
Next I'll finish the lamp and then it's time to revise some shapes and a general overview of the topology.
Any Comments, Critics and Opinions are welcome!
- rigging test. The problems I've found might not be solvable without great reconstruction,
so some of those I might end up not solving, because I'me a little busy for now.
Most of these problems are due to the low resolution of the model and some problems with the anatomy.
The main rig includes:
- FK/IK switch,
- Weapon grasp control, with second hand automatically following the movement
- reverse foot control
- dynamic Spline IK Chain simulations for both the cloak and the chains.