Monday, April 30, 2012

Final Project WIP

Still a work in progress.  The main model needs to be retopped especially around the head and biceps.  This model was more for experimenting with dynamesh and learning anatomy than anything else.  The model was made using dynamesh which makes the new mesh with perfectly horizontal and vertical lines to make a model out of perfect boxes.  This means that any part of the model that is rotated (i.e. the arms) will appear jagged in certain areas.

Dynamesh is great for making concept sculpts that can easily turned into game-ready models with one retop pass.

For the low-poly object, i decided to go with equipment and gear for the ghoul.  The total tricount for all of the gear combined is around 4000 but that's only because the armband and feet wrappings were made by duplicating faces which were then extruded outwards.  A simple solution to the polycount problem is to go in and start removing redundant edges in the duplicated faces.

This was also an experiment on how to make the gear itself.  the Belt/loincloth was made by extruding faces off of a cylinder.  The claw gloves were made by extruding faces out of cubes.  And the feet wrappings/armband was made by extruding duplicated faces.  This was mostly to see what would kind of primitives would give better looking and easier to make results.

The model is supposed to be hunched over on all fours almost and the spikes were added because I thought it would make a pretty cool effect when animated.

Front

Back

Side
Closeup on face.

Unfortunately, because I didn't retop the head, the base model is noticeably lower-res when seen up close in Unity or Maya.  This is what the head is supposed to look like.