Thursday, 28 January 2016

Using My Character Art To Box Model My Character Part One

First of all I put my front and side views onto planes so I can use the front and left/right viewports to align my model to the images.


 I made the box an editable poly so I can select it in element mode, so when I move it around, the object itself doesn't move. That may not make a lot of sense but as you can see in the image below, the movement controls for the object stay where they are no matter where I move this single element.



 This first box is the neck, I shaped it as such then I began extruding it downwards and shaping the new segments to the images using the front and left viewports. I only shaped the left side as I then split the model in half using the slice plane tool which I positioned in the middle of the character to cut it right down the middle. Then using a symmetry modifier I made an instance of the left side so the two sides would match up. I changed the colour of the copied half so I could easily differentiate the two and began work on the shoulder.



Next up is the arms, legs and feet. I'll work on the head and hands seperately as apparently they take quite a lot of tinkering with. So for the legs and feet I extruded down and shaped the legs and feet around my character references but I also checked around for other references just in case I had made any mistakes in my references. Fortunately my reference was only slightly off but the issues were easily adjusted to make my character look better.



Bare in mind my character may look a little rough around the edges but I haven't used the tools 3DS Max has to smooth my character yet.

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