This week I started the gladiator project. I haven't modelled any characters before, though I have experience with drawing anatomy. This project will let me explore a new world of non hard surface modelling and I am looking forward to it.
I started by using the provided high poly sculpted model as a base for retopology. I used the step build function in order to add my own geometry on top. I sculpted the major big forms first before moving to the smaller, more detailed sections. I added extra loops around the mouth for animation purposes.
I decided to keep the eyes as a 2D texture in order to save up on tris. I welded the mouth shut as well for the same purpose. As the screenshot below shows, I followed the principle of eight polygons per loop. Keeping the same amount of polys in a loop allows me to add additional swift loops with ease.
I used the symmetry modifier to weld two sides of the head together. For the back side of the head I used less geometry as there is less detail there in general, and seeing as how I plan to include a helmet this seemed to be the correct course of action.
After finishing the base retopology, I used the SHIFT tool in Max in order to give more masculine features to the head. I made the jaw more prominent, the nose bigger and sharper, as well as small adjustments to the overall geometry to suggest the cheek bones. I also gave more bulk to the neck.
I gathered references for what kind of gladiator I wanted to do. I wanted to go for a historically accurate design over a fantastical one, so I started by reading up on gladiator classes. I also gathered real life references in the form of gladiator reenactments, historical artifacts and historical illustrations.
I additionally gathered more detailed references for my Secutor class gladiator as seen below, the equipment and clothing, as well as colors.
I made some idea sketches before deciding on a final gladiator class. I decided against making one with armor, as it would not allow me to show my hand painted skin textures.
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