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3d art

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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.

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