Monday, 10 December 2012
Low poly model
Here is the base model I have made in 3DS max. Totalling 552 tri's, now I need to send it to mudbox and begin creating a vector displacement map, to make the low poly mesh have a lot more detail..
Here I was testing out light's and seeing if it was possible to make the alien glow, much like micro-organisms.
Character progression..
Here is a little development from initial sillhoutte, trying to get a good design down.
This is my final design, taking bits from each idea to form this. A micro-organism alien being that is being taken over by a deadly virus.
Saturday, 8 December 2012
Design Change.
Because my last Idea would be unachievable in under 300 poly's I decided to go back to the drawing board and think of a simpler, biped being. In the shape of a human but much less developed... The addition of the tribal body paint suggests that he may be a developing species that has formed tribes and have developed intelligence.
Low Poly Character Design
Here are some silhoutte idea's for micro organism based characters, I decided to progress with the very bottom one.
I liked this design but just wouldn't know where to start modelling, especially under 300 poly's as it's based on spheres..
Low Poly Design.
Old Man- Renders
After many hours of trial and error I have finally learnt how to apply vector displacement maps successfully in 3DS Max. Here are a few test renders displaying the working maps... There is still a little deformation around the wheel area, but I'm sure this will be an easy fix, I will come back to it when my Low Poly character has been finished.
Mudbox Sculpt
After working through several tutorials I have created this sculpt in mudbox, now I must work through a few more tutorials to work out how to export the displacement maps in order to make my low poly mesh in 3DS Max have similar detail to this very high poly sculpt in mudbox.
Teaching myself Mudbox..
Base Mesh
Here I have modeled the basic 3DS Max model for my character. Next I plan to export the model to mud box and make a sculpt, later exporting some vector displacement and specular maps to give the model some extra detail
Character Concept
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