Monday, 16 February 2009

Cutler's Hand







Today, I have spent a good while modeling cutlers hand. It's been really tricky as I've never really modelled a hand before. I created a finger out of a cube, then duplicated it several times (coupled with some tweaking of vertexes) to created the other fingers and thumb. I then created another cube and used it as the rest of the hand. I hand to flesh out the boxy fingers by adding more vertexes. I then, using the split polygon tool, created the grooves in the palm. I also spent a bit of time, reshaping the fingers so they looked as if they could bend. Overall, the had is a good start (probably the best part of Cutler I've modeled so far), but it's still got a long way to go. I am still nervous about the ending product, as my skills in maya are very limited.



Saturday, 14 February 2009

Cutler model update.


















Here's my update for the cutler model. In terms of the body I have begun clothing him. I've firstly given him his wristbands, as well as defining the sleeve on his t-shirt. I've also defined his shorts and gave his shoes some soles. I did this by simply extruding vertexes from the model. I'm not competent to make realistic clothing simulation so I've had to go with a more, meat and potatoes method. Cutler's head was a challenge. His original head was so bad that I decided to do it again. This time around I worked in the perspective view more, so I could get his head more 3d and rounded, (less like a box). After doing this I became a little stuck, but luckily Jamie helped me cut and eye whole and showed me how to define the cheek. Jamie said that my original designs work well in 2d, but will be a real challenge in maya. He honestly said that he doesn't know how I'm going to make this model. He said if, when he comes back in two weeks, I have a model that looks like my 2d artwork, it will be an achievement. That fills me with a lot of hope. Jamie also said that because of my sharp line work, subtle features are more obvious however, these will get lost in 3d. To combat this, firstly I made his head bigger. I then made his nose bigger and more pointy (less like its previous button look). I also jutted out his jaw to be a little more Mike Mignola. After doing this I created an eyebrow for him. This model still need s to go miles before it's ready. Currently, I just don't know how I'm going to do it as I seem to really struggle at every step.



Tuesday, 10 February 2009

Cutler Model





Today was my first attempt at making a character in maya for a long time. Turns out I sucked just as much now as I did back then! I used a character modelling tutorial to help me try and build Cutler. This was a bit of a nightmare as I am Maya illiterate and that horrible grey interface really gets me down. The model's only in its basic stages at the moment, but it needs one hell of a lot of work. Maya is where I fear I'm going to really let the project down, and it will end up looking bad. Currently the model looks really ugly and needs a lot of attention. I just hope I'm up to the challenge.

Saturday, 7 February 2009

Oi Fish Face!

My mum said that my designs for Mr X remind her of Davy Jones from Pirates of the Caribbean. After viewing it I can see the similarities, I've loaded this video up as so you guys can see how I imagine my characters tentacles moving.

Modeling







I've researching tutorials on modelling, seeing as I am papping myself over maya. On Youtube I found a user called 'slorpthegillman', who has put up a series of tutorials by Andrew Klien, a maya tutor. This videos are really cool and helpful and I think anyone who is doing modelling should check out his page.

Cutler Model Sheet




I am preparing myself for the harsh world of maya, with this in mind I drew a model sheet of Cutler to help me in Maya. It was pretty weird drawing the character in such a neutral pose. I'm so used to drawing him with a big grin on his face, that it just felt...boring to draw. Now come the difficult decision of which character to make aswell. Ash made a good point that Snubbs would be difficult as his head is so big, he would not be able to turn it.


Friday, 6 February 2009

Viewtiful Joe



This is the only modern day side scrolling beat 'em up that I can think of that is similar to how I envision the game that I am working on. Viewtiful Joe was a GameCube exclusive fighter that had bullet time effects and cell shaded graphics. The game had a really cool design that made it stand out from all the games coming out at the time.