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3d art

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Half the work<br />

Make sure to use the<br />

Symmetry function as<br />

much as possible to cut<br />

your workload in half.<br />

Always have a centre<br />

polygon edge. If you find<br />

that it is not working<br />

properly, you can either<br />

delete half and use<br />

Duplicate/Mirror or use<br />

the Geometry/Symmetry<br />

tool to get it working again.<br />

Adding costume details<br />

The Frazetta style<br />

10 Exaggerate the muscles<br />

The Frazetta-like design influence I am attempting has<br />

exaggerated shoulders, rounded muscles and narrow joints.<br />

The deltoid muscle is larger than others, including the<br />

pectorals, giving the body a nice taper. The back latissimus<br />

and trapezius are large too. Adding crude costume detail<br />

and brutal weapons helps to complete the look j.<br />

j Using the sculpting tools<br />

beyond Vertex, Edge and<br />

Face Selection really helps to<br />

create organic forms<br />

k Once in place, edit the face<br />

geometry to make sure the<br />

eye spheres look natural<br />

with their poles near the<br />

centre of each opening<br />

l The feathers are made at<br />

the origin from a flat oval<br />

shape, with 35 instances as<br />

positions out the back<br />

j<br />

11 Eyes and hair<br />

The eyes are spheres, with their poles along the Z axis. A<br />

ponytail is a short bevel from the back of the head, the<br />

bevelled faces shaped into a circle, then bevelled straight<br />

back a few feet. The length is then loop split so that the<br />

polygons do not become long rectangles k.<br />

84<br />

k<br />

12 Create the headdress<br />

The bird skull originates from a cube, with two segments on<br />

the X axis, that’s subdivided once. Next two lower front<br />

faces are bevelled out for the beak, then the side face<br />

bevelled inward for the eye sockets. Finally the edges at the<br />

bottom, beak base and eyeholes are slightly bevelled before<br />

being subdivided again and finer details applied l.<br />

m<br />

m The Slice tool is used to cut<br />

the boot where straps would<br />

be on the wrapped leather.<br />

The edges are bevelled for<br />

thickness and finally the<br />

leather in between is<br />

bevelled out to folds<br />

n The shield is made from a<br />

sphere end pole and a few<br />

poly rows, which have been<br />

flattened slightly. Detail is<br />

added afterwards<br />

n<br />

l<br />

13 Fitted details<br />

The quickest way to add details such as belts, straps, boots,<br />

etc, is to either duplicate the base geometry and scale it out<br />

and modify, or just build an edge that defines the details.<br />

The final step is to remove any geometry not seen (eg feet)<br />

and to merge all the elements m.<br />

14 Weapons and<br />

small details<br />

Additional belts and a<br />

necklace are added, first by<br />

duplicating a polygon loop<br />

from the area, editing and<br />

finally using Thicken<br />

Polygon to create some<br />

volume. Necklace claws,<br />

armband spikes and a round<br />

belt buckle are added to the<br />

model. I also included<br />

several smaller buckles and<br />

detail shapes to the belt.<br />

This is a chance for you to<br />

get creative n.

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