It's been a long (3 week) Journey to create these two models and I think that they have turned out to be completed to a standard that is perfect for what I wanted to achieve in this small amount of time and despite limited experience in 3D modeling I really enjoyed this project and am ready to begin the next one. The reason that the clothes sit so well over the body was by creating the body as the flesh would have looked and then I copied the body, made it slightly larger and then fit it to look like clothes over the body before deleting the original body and keeping the clothes. The Command and Control Platform was created using extrusion for the base but the screens (because they are simple shapes) were created using boxes . Textures and Modifiers: For Brandolph's Beard I used a Hair and Fur modifier attached to a series of Splines that point in the direction of the flow of hair. Brandolph's face was coloured using the UV map found in the UV maps tab. Brandolph's Jacket pants were textured using a dark ultramarine that has a bump map attached to it to give the clothes depth rather than a single, solid colour. The golden highlights were textured to fit in certain, high profile places that are designed to draw attention to Brandolph's clothes. The texture was a modified metallic gold attached to the same bump map that the Jacket cloth was attached to. The gloves and shoes were textured using the stock Black Leather texture that is included with the Mental Ray Renderer. Final Model of Admiral Brandolph For the Catalyst-grade Command and Control Platform, the base of the control panel was textured using a selection of metallic materials while the screens were created using a light blue solid glass material. Final Model of the Catalyst-grade Command and Control Platorm James Taylor
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This week I have made exceptional progress in my model, I have settled on using the extrusion method of modeling as I was having difficulty using the box modeling method. I have also set on a complete head (below). I think that the Eye patch combined with the scar on Brandolph's face makes him as distinctive in his own right. I have also made slight progress on his body, although not enough to show. I will post a picture when It is completed. I created the scar by selecting a line of polygons and quick slicing them to ribbons, welding the edges back together and then bringing the vertices towards the front of the model, and then I reassigned the polygon smoothing group which created a disjoint between the 'scar tissue' and regular skin. I also used the polygon smoothing groups to highlight specific parts of the model that basically shouldn't be smoothed together (e.g. lips and chin) Brandolph's completed head. I've found the joys that is the symmetry modifier, It has made my entire modelling process so much quicker that it is not funny although there is a slight problem when getting rid of the seams created by collapsing the symmetry modifier. I cannot wait to see the whole model completed.
James Taylor During this first week of the Creation of Admiral Brandolph and his accessory there were several concepts early about the nature of what he and his accessory would actually look like and what they would be. Several of Brandolph's design slowly have formulated into a single design that has been drawn below. Admiral Brandolph vector Images Some of the most distinctive features of Admiral Brandolph that I would like to incorporate into him would be his left eye which I, as per the images above, plan to cover with an eye-patch. The eye-patch will likely be made out of brown leather-like material as I think this, along with his beard, fits in with the mood that I am trying to create with my model. Practically the mood that I plan to create is a dark one based in a very hierarchical universe such that it is a political throwback despite massive technological advances where those that have power tend to use it for their own gain. Some of the lore that I would love to incorporate into my trailer or potentially my game, is that the faction that Brandolph is aligned to is ruled by a power hungry dictator. But I would also like to see Brandolph rise through the military ranks within the game through to potentially creating a piratical empire in deep space. Catalyst-grade Command and Control Platform I originally decided to create Brandolph's BattleCruiser however I scaled that back to a simpler model of just the control panel of the ship, which I have called a Catalyst-grade Command and Control Platform. This change would allow me to render the two models together and give me some more time to create Brandolph while still not necessarily taking away from the feel of the models as it gives me a chance to create a holographic projection or display for my model. James Taylor |
AuthorHere is the progression of design of both Admiral Brandolph and The Control Platform ArchivesCategories |