Friday, 29 January 2021

Gladiator Character - Modelling and Texturing

Gladiator Modelling + Texturing

·         Now I have a solid concept to follow, I need to create the base body mesh and armour for the character.

·         Creating a solid foundation will ensure that the details on the character won’t impact the overall aesthetic design and will ensure that I don’t exceed the tris budget overall.


Body Modelling:

·         I followed the tutorials on black board when creating the head and body for my character, so I will not cover each individual step I took. The main changes I made to the face was feminising features like slimming the jaw and adjusting the lips size, as well as adding a prominent nose bridge typical of roman genetic features.

·         The body type was standard; however, I made the body type more athletic to suit a gladiator. She has straight featured and strong shoulders and legs.

·         I later added hands and a basic hair style of a bun with plaits headed to the back of the head, which is different to my gladiator concept of long hair since I thought it might be more applicable for someone who is fighting.

·         I made a mistake when scaling the head to the body – where I did not count the heads right and this made quite a funny version of the gladiator.

 


First Blockout


Hair and Hands added to the model


Error scaling head to body


Armour Modelling:

·         Once the body was modelled, I began modelling the armour. The armour had to be simple as I blocked it out to fit the reference and I could add small details through texturing.

·         Initially, I made a single snake using the path deform modifier I learnt over my Christmas break and then duplicated it all over the underside of the chest plate.

·         These snakes were really tris intensive, and after getting critique I realised that they would be an absolute pain later to weight paint, so I later transformed that area to just have a flat plane that I could texture later.

·         I also added some basic props of a spear and the shield which could also be textured later.

 


Armour and Props block out

 


Layered Skirts


Triple skirts, replaced snakes


Texturing:

·         For this section I unwrapped the model and optimised the tri count by removing unseen faces of the body of the model. This included the section behind the chest plate the sections covered by hair and the faces under the feet.

·         I unwrapped the model onto my two designated sheets, one for the body and one for the armour pieces. Similarly, the armour pieces had their inside faces removed to reduce the tris count. Once it was all unwrapped, I began texturing. Photoshop texturing is not my forte personally; I struggle with making recognisable materials and the low poly aspect of this project meant that a stylised character was most likely more successful than my attempt at pseudo realism.

·         The part I am most happy with has got to be the scales on the chest plate. I managed to make those quickly though making the general scale/feather outline, and then adding both a bevel and a drop shadow to the texture which naturally made it look like layers of scales. That bevel/drop shadow trick worked great for elements like the new version of snakes under the chest plate, and the straps at the side of the chest plate.

·         I also later decided to remove the modelled eyebrows I made and instead opted to draw them in texture. This changed the facial expression to be more intimidating, which was a welcome change. I also added

·         I left the texturing at this stage after adding a dirt pass to the whole model, however I likely will approach the texturing again to adjust in a few days.

 


Unwrap of the body + tris optimisation


First render of top textures


“Final” texture


Final Conclusions:

·         I am quite torn about my character now. Hand painted textures are a weakness of mine, and I am unsure whether I have successfully made an aesthetically pleasing character from this.

·         Next will be to rig and skin the character ready for unreal lighting and presentation.

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