The model is almost complete and may need just a few final tweaks before completion. It is however at an acceptable level. I am just unsure whether to include eyes or not in the model.
Monday, 25 April 2011
Texturing...
Above is the texture map for the eraser model. I have opted for a stone styles skin texture and a fur material for the legs. The bones have been textured with weathered ivory.
The image above is the bump. This simply helps to bring out the detail in the renders, such as fur and cracks etc.
Unwrapping...
Next up, the model was unwrapped via UVLayout. This was an efficient method and the uv map was then exported back into 3DS Max for rendering and texturing. The result is seen in the image Above.
Sunday, 24 April 2011
Tweaking...
The face structer has now been re-edited to look more gaunt and devilish.
Horns have been given a raised sourrounding of skin at the base to create more of a natural looking mesh. whilst also providing distinction.
The mesh from a zoomed out view with all changes so far.
The model is now ready to unwrap.
The Rib Cage & Hands...
The ribcage has been tweaked the create actual indents between ribs and for a more natural shaping to the bonestructure itself.
The hands were majorly re-edited in order to be more tidy and riggin friendly. Nails were also added to accompany the demonic theme of the character.
Hoofed Legs...
Firstly the thighs were extruded from the edges of the mesh. This was then repeated whild rotating the edges to create a curve for the knee. The knee was sub-divided in a way that will avoid any ugly folds or stretching when rigged.
This is the second set of knees and followed pretty much the same process as the first set. The edges however were scales down each time to narrow down the leg.
Finally the hoof was added and this was simply capped off and the model was then ready edite further.
New Legs...
The legs have now been removed in favor of a more demonic style, in this case I am opting for a hoofed option.
Smoothing...
Now that more detail has been added, smoothing groups must be touched upon. As seen above the mesh is now smoothed via smoothin groups and looks much better for it.
On a more micro scale we can see how the face has kept detail around the nasal area but the skull itself looks much more natural.
More Detail...
The face has now been briefly worked into and eye sockets and a nasal area have been crafted. This will no doubt require much more work and tweaking.
The feet were edited to take more of a natural pose and shape. This is much more suited than previously. The mesh has simply been edited via 3DS Max in vertex mode.
Detail is the Key...
The arms, in this case triceps were brought out and shaped from the existing polygons around the given area. It was important not to make the character too muscular but to make him toned.
Now further detail could be added. The horns above were simply extruded and beveled. Once this was complete they were edited and adjusted to look more natural and asymetrical.
Refinement...
Much refinement has now taken place with regards to shaping and adding more detail to the orignal basic body structure. The rib cage has been implimented and more shape is now evident on the arms and legs.
Calves...
Simple calve shapes have been edited into the mesh in order to begin working in the anatomy of the character.
Hands and Feet...
Quick and possibly temporary hands and feet have been crudly modelled in order to get a greater idea on proportions etc. The body itself has also undergone some more subdivision and shaping.
Shaping up...
A very rough body shape was then extruded and edited from this head shape. The mesh has now began to resemble a satanic figure.
First Things First...
A box was edited into a vague head shape and two horns were created using extrude and bevel on selected faces.
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