Sunday, 20 September 2015

Summer Project

I can't remember the last time I posted something on here but I'm quite sure it was close a thousand years ago. Over the course of our summer holiday we were given the task to design, model and render a character for a (nonexistent) sci-fi game. The character had to be a cyborg and have at least two arms and legs. Simple enough. I thought.





 I looked at different designs for different types of cyborgy and mechanical things by many different artists. I had it already in my head that I wanted to do a human cyborg but one that was not a built-like-a-tank killing machine or a multi-appendaged mechanical spider queen. What I wanted to go for was something with less glamour like a servant type or ship pilot or someone part of a ship's bridge crew. I eventually went with the latter.

For our project we had to do a little bit of world building to set the scene for our characters. We had to devise a synopsis of the narrative as well as develop the appearance and traits of our character.



 





With the stage set set it was time to thumbnail Tassle, the name of all names I chose for my character. Personally I think it's a sweet, simple and endearing name and has absolutely nothing to do with the fact that I chose the name whilst looking around my room trying to conjure up something suitable and spying the tassels on my bedroom blinds. Nothing whatsoever.



Taking inspiration from my first and fourth thumbnails I set about to paint my character.



Now that I have my nice painty-uppy picture of Tassle I had to get to work on the back and side view to use as reference when modeling him.



These are said designs. I took the best side of my front painting and mirrored it for use to model the front view. Trying to get things to line up on the side view is not worth the time it takes and can break even the strongest willed individual. 

Next, of course, was the modeling done in Maya 2015.





Some perhaps not so hi-rez pictures of the low-poly model. 3D modeling is not my strong point point so it took me a good few tries to get the armour on right and I made a few alterations on the fly to the look of it keeping in mind the some of the detail was to be added on later with Mudbox, such as the eyes.






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