Saturday, December 24, 2011

Notes

This is the way I instance half of my geometry for quick visualization while modeling.

Duplicate Special option box:


Modeling updates coming soon.

Thursday, December 22, 2011

Model Update - Main Character 2 pt 3


I've made further refinements to the geometry, especially the shoulder and chest area.

Wednesday, December 21, 2011

Model Update - Main Character 2 pt 2



There, the hand and leg geometries are finalized.

Elements left to model:
1) Clothes
2) Sneakers
3) New female head
4) Hair
5) Weapons

I aim to finalize this character's model by next wednesday.

Sunday, December 18, 2011

Model Update - Main Character 2 pt 1

I spent the evening modeling the torso.



Compared to the previous female character, the torso geometry has been improved and refined further.

It's hard to tell the difference now since the camera is not close enough. Once the full model is complete, the overall looks of the two characters will differ more clearly.

Also, thanks to the early version of the female base geometry I modeled back in September, things are less complicated as I don't have to model the torso from scratch. However I did not reuse the same base geometry entirely. I made major changes to the model.

I'm gonna take a break now.
I'll resume working on the other parts of the body tomorrow.

Model Update - Main Character 2 Finding Reference

Now I shall proceed with the modeling of the other female main character.

Here are some references from Saintts Row The Third.





















This is the kind of look I want the main character to have. Not exactly but close enough.

Alright!
Now, to begin modeling.

Model Update - Enemy Soldier Complete

I've finished modeling the soldier, creating it with as low poly count as possible.



A few reasons for making the soldiers low-poly:

1) Their average screen time is gonna be short compared to the main characters.

2) They will show up in groups or massive numbers.

3) Lag will be reduced while I'm rigging and animating by reducing. File size will also be smaller.

4) Most importantly, with good textures and displacement maps, I can still make the soldier look good while reducing rendering time as the poly count is low.