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Creating a<br />
savage warrior<br />
Warrior 2010<br />
How to create a warrior from a distant land with realistically exaggerated forms and<br />
brutal weapons, inspired by the style of Frank Frazetta<br />
John Hayes is a videogame character <strong>art</strong>ist<br />
P<strong>art</strong> one:<br />
Modelling,<br />
UV layout,<br />
sculpting<br />
Often the best looking characters<br />
comprise not only good modelling, but<br />
also sound textures and rendering.<br />
Indeed, the final step can be the most critical,<br />
though it depends upon a strong base model.<br />
We will st<strong>art</strong> with the concept and reference<br />
image collage to help create the personality,<br />
anatomy and costume detail. Concept <strong>art</strong> is<br />
often only used for the inspirational direction of<br />
the character, but it’s helpful to have lots of<br />
photo references. A good place to find additional<br />
The base shape<br />
Creating the basic torso<br />
free stock reference images is www.deviant<strong>art</strong>.<br />
com. Be sure to get a few anatomy photos as<br />
they’ll help make the character more convincing.<br />
The process I will be using is called ‘box<br />
modelling’, which allows for the overall form of<br />
the character to be rapidly created and then<br />
refined by several additional passes. Each<br />
subsequent pass will develop the overall volume<br />
and add detail where it is needed. At the same<br />
time, I will add polygons and edge loops for an<br />
even quad polygon distribution (except for the<br />
face and hands, which will consist of a greater<br />
amount of polygons).<br />
I will be using modo for much of the tutorial<br />
since I find its integrated modelling, sculpting<br />
and UV layout tools essential in speeding up the<br />
process. Finally I will use ZBrush to create the<br />
high-resolution detail model that will be used as<br />
a source for rendered textures. P<strong>art</strong> two of this<br />
guide will focus on creating textures and posing<br />
the model in Maya and modo and will finish with<br />
lighting and rendering in modo.<br />
80 ●<br />
a<br />
01 The base shape<br />
The character should face<br />
along the positive Z with the<br />
head in the positive Y<br />
direction. St<strong>art</strong> with a basic<br />
cube wider at the top than<br />
the bottom. It should be<br />
three polygon rows wide<br />
and three rows high. The<br />
middle row should be<br />
central to the X axis. This<br />
will form the basic torso A.<br />
A The side profile should<br />
suggest the waist and the<br />
side vertical cube rows are<br />
thinner in the middle<br />
B Angle the top and bottom of<br />
the cube to form the<br />
shoulder/trapezius and the<br />
crotch/buttock<br />
b<br />
02 Tackle the torso<br />
Adjust the side poly of the top row; where the arm comes out should be roughly square. The<br />
leg polygons at the bottom should also be roughly square with a smaller gap for the crotch.<br />
The arm and leg base polygons should be angled outward between 20-45 degrees B.