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Character Design And Modeling For Nextgen Games

3/20/2018 
Character Design And Modeling For Nextgen GamesCharacter Design And Modeling For Nextgen Games

This update shows the progress on the mechanical arms of the character. As I expected it is the hardest part of the character to work on because robotic arms need to be able to move as realistic as human arms and at the same time look like hard surface mechanisms. These mechanisms design allows 360 degrees rotation in all of the joints of the arms except fingers. Arms will be attached to the mechanical slots in the shoulder area I am also planing to model a connection between them that looks like a mechanical collarbone. Dolby Atmos Demo Disc. These element should add more sense in to these character cyborg nature.

Character Modeling for Next-Gen Games Modeling and Sculpting with Richard Smith In this DVD, Richard Smith guides you through modeling a Next-Gen game. Character Design and Modeling for Next-Gen Games by Asmodeus di bahas oleh RifatSoftware agar kita semua tahu tentang Character Design and Modeling for Next-Gen Games.

On the image above you can see the wire-frame of the robotic arms where different colors show separate sub tools/parts of the arms. I have started with rough high poly parts first and than used re-topology to make a low poly version of them. These hands tris count is still too high and I will have to reduce the topology density of some parts like fingers and forearm. I am planning to make high poly version of these arms by subdividing it and than add some final touches to it like screws and surface details. After that I can make a final low ploy version of the arms.

Right now I am behind my ambitious schedule because I've made it in the way where I have to work on this project every day and the production steps are too tight in time that makes it unrealistic to follow because I also have to work on the other modules and they take more time that I've expected. I will try to do as much as possible from the things that I've planed but in any case the character will be presented to the highest standard as a real time rendered turntable video.

Here is a simple mind map that briefly describes my project and things that I've decided to cut. Ubnt Aircontrol. Project scope still remains very challenging and ambitious for a number of reasons.

First of all I have other university modules to work on and I can only spend 3 days a week working on this project. Secondly some pipeline steps in my schedule are new to me and I'll have to learn them on the go (number 3;4;6) Finally Katana is quite complicated character to create in 3d and I believe that it is better to concentrate on one character for a better quality. I've been working on Katanas 3d model in Zbrush. As you can see on the image below I've been mainly working on her face and head sensors.It is important to make sure that body proportions are correct that's why I've made 3d ruler to help me measure and tweak them. Classical proportions ratio head to body is 7 and 1/2.

Katanas boots platforms are sculpted in the base mesh that is why they a lower than the last line/segmentation. All textures are basic and not final at the moment. Also I will leave hair creation part till later and do hardest parts first like mechanical hands. I've researched in to eyes modeling for next gen games and the best tutorial that I found was made by Adam Curtis(image in the end of the post). Katanas Eyes are not textured at the moment but I've made 4 low poly parts that are needed. Here is concept art for my first character Katana.

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