Day 1 - Maya Character Modeling
So today I had my first attempts at modeling a character from reference images alone which for my reference images they are from an artist known as Josh Addessi and the image is his Golem Keeper. I chose this reference as it seemed like an interesting way to start off modeling characters as a lot of the shapes are still quite cube like with the golem being made of rock and it having a lot of sharp edges on it. I believe I did okay just starting I seemed to start off strong and got a hang of until I came up to the shoulders however the tutorials that Matt gave us helped a lot in that respective area as he showed us a nice and easy way to do it by using an edge loop. I made some mistakes in my character as there was a point when I went to mirror one side of the golem it had six faces on top of each other which I did fix just by deleting any extra faces that were on there. The only part I have to do next is to model the basic shape for the head as Matt wants us to keep the whole model low poly count. I also had a few issues with the hands as I didn't really know whether or not make them as bulky in Maya or just wait until I take it into Mudbox to just add it then.
Character Artist - Josh Addessi
So today I had my first attempts at modeling a character from reference images alone which for my reference images they are from an artist known as Josh Addessi and the image is his Golem Keeper. I chose this reference as it seemed like an interesting way to start off modeling characters as a lot of the shapes are still quite cube like with the golem being made of rock and it having a lot of sharp edges on it. I believe I did okay just starting I seemed to start off strong and got a hang of until I came up to the shoulders however the tutorials that Matt gave us helped a lot in that respective area as he showed us a nice and easy way to do it by using an edge loop. I made some mistakes in my character as there was a point when I went to mirror one side of the golem it had six faces on top of each other which I did fix just by deleting any extra faces that were on there. The only part I have to do next is to model the basic shape for the head as Matt wants us to keep the whole model low poly count. I also had a few issues with the hands as I didn't really know whether or not make them as bulky in Maya or just wait until I take it into Mudbox to just add it then.
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His Blog Link - http://bit.ly/2e4SX8D
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