Final Product of my patched Realistic Character.
I have included a meshed version, a few in depth images, my concepts as well as my sketched model in the demo reel. The firsts being the patched and the last being the Sketch.
"Patched" Simply means the creation of new polygons into a solid and single mesh model over your sketch model. This process is long but necessary to rigging and animating your model. Sketch/Patch modelling is simply another method of creating your designs. The others being extrude modelling and box modelling.
Showing posts with label High Res Character Crab. Show all posts
Showing posts with label High Res Character Crab. Show all posts
Friday
Realistic Character Sketch 90%
My realistic Character sketch almost finished, only the right armor as well as the right hand weapon is left to sketch. Notice this is only the sketch, the final product after patching will more detailed.
Voici le sketch de mon personnage réaliste, il me reste à finir l'armure droite ainsi que sont arme. Prenez note que cela est seulement le sketch et le produit final vas être de meilleur qualité.




Voici le sketch de mon personnage réaliste, il me reste à finir l'armure droite ainsi que sont arme. Prenez note que cela est seulement le sketch et le produit final vas être de meilleur qualité.





Wednesday
Realistic Chracter Sketch Progression
I then proceed to start sketching my model via different shapes and methods.
Adding a few pieces such as the knee pad and side armor, to give me a hint of my concept.
Je continue par crée et modifié différentes formes pour mon sketch.
Pour le fun, j'ai décidé d'ajoutée certain morceaux de l'armure pour me donner un aperçu de mon concept.


Adding a few pieces such as the knee pad and side armor, to give me a hint of my concept.
Je continue par crée et modifié différentes formes pour mon sketch.
Pour le fun, j'ai décidé d'ajoutée certain morceaux de l'armure pour me donner un aperçu de mon concept.
Realistic character comparison
I always start by blocking in my character for proportions, notice the 8 head high pillars which I use for references next to my modeling, 8 heads being the appropriate human proportions.
Je commence toujours par un aperçu général de mon model en utilisant des piliers divisés en huit pour me donner une référence.
Je commence toujours par un aperçu général de mon model en utilisant des piliers divisés en huit pour me donner une référence.
Friday
Realistic Character Concepts
The model will be built via Sketching followed by patching methods for the human anatomy and box modeling for the armor/items/weapons.
The first is the concept i decided to go with, followed the front and angled view. Side and back to come. The Last 3 are various concepts I thought and sketched up on my way to deciding my final concept.
My Concept Descriptions and way of thinking is located at the end.





My first idea was to have a monster of sorts, crab evolved into a humanoid. But I quickly realized it would be unfeasible since the weight of the giant claw would make it un carry able. Crabs are able to lift there giant claw due to weight distribution evolved carapace. A humanoid version would make the hunchback of Notredame look like an ant.
Then I started thinking of Warriors who devoted themselves to the crab, peaceful yet fast and strong. Resilient and powerful at the same time. I tried to portrait this using the pose of their fighting style as well as smaller stuff such as the shield portraying the giant claw, capable of disarming then finally puncturing with their right hand weapon such as a tiny spear in the shape of their armor. The giant carapace used to defend from behind as well as tattoos to blend in with their armor and from their enemies.
The small sea shell in front of the uterus and genitals to provide protection but crabs use this to hide their eggs and manipulate them before laying. The armor portraits the shape of the crab arms and legs. The tiny arms on the necklace to portrait the hands the claw use to eat as well as next to the mask which provides a blank stare, the enemy not being able to see the emotions.
The first is the concept i decided to go with, followed the front and angled view. Side and back to come. The Last 3 are various concepts I thought and sketched up on my way to deciding my final concept.
My Concept Descriptions and way of thinking is located at the end.

My first idea was to have a monster of sorts, crab evolved into a humanoid. But I quickly realized it would be unfeasible since the weight of the giant claw would make it un carry able. Crabs are able to lift there giant claw due to weight distribution evolved carapace. A humanoid version would make the hunchback of Notredame look like an ant.
Then I started thinking of Warriors who devoted themselves to the crab, peaceful yet fast and strong. Resilient and powerful at the same time. I tried to portrait this using the pose of their fighting style as well as smaller stuff such as the shield portraying the giant claw, capable of disarming then finally puncturing with their right hand weapon such as a tiny spear in the shape of their armor. The giant carapace used to defend from behind as well as tattoos to blend in with their armor and from their enemies.
The small sea shell in front of the uterus and genitals to provide protection but crabs use this to hide their eggs and manipulate them before laying. The armor portraits the shape of the crab arms and legs. The tiny arms on the necklace to portrait the hands the claw use to eat as well as next to the mask which provides a blank stare, the enemy not being able to see the emotions.
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