Fantastic Voyage - Modelling The 'Ranger' and Spray Cans
I began the modelling process with the
head and planned to build downwards In order to create accurate proportions. I
struggled to create a neck shape for the head shape, as it is mostly hidden by
a shirt collar in the orthographs.
I used a sphere as the base for the
character’s chest, working with lattices and vertexes to manipulate the
circular mass into a rough pair of shoulders.
The collar was another tricky area of the
model to create due to its unusual shape as it rests on the neck of the
character.
I then gave the feet some clean and
minimal structure, using sharp geometry to capture the polygon shape depicted
in my orthographs.
Once the rough shapes were in place, I
experimented with some decorative details by extruding fabrics to add realism
and mass to the character.
The arms were another modelling
challenge, as I had to keep movement in mind; the arms will need to work
effectively in my animation without deforming. I also found challenge in
creating a ‘relaxed’ look, as shoulder positioning is important and can lead to
stiffness and posture problems.
I discovered the ‘circularize’ tool,
which helped to clean up extruded geometry and also created more effective
smoothing.
By mirroring my model, I was able to
increase my efficiency; I only had to model one arm, hand, foot e.t.c
With the lessons learnt through modelling
the rest of the model, I was able to create the character’s cap relatively
quickly (e.g
extrude, circularize, mirror).
Adding geometry through the ‘edge loop’
tool helped to create curvature and organic angles in the cap.
Starting with a cylinder, I created the
hands by manipulating this shape via its vertexes. Luckily, I kept the hands in
my orthographs simple, with only four fingers and large proportions.
Adjusting individual vertexes helped to
create variation on the hand surface, making a more organic and natural
structure.
The character began resembling my
orthographs once I added facial features and other detailing such as buttons
and sleeve cuffs.
The backpack straps were difficult to
create without looking like a silky, delicate material. In order to replicate
straps, I needed to create a shape with minimal creasing to suggest a more
rigid form. These straps will also help to disguise any shoulder modelling
issues.
Starting with a cylinder, I manipulated
the shape into the base for my character’s backpack.
I added detailing through defined seams
and buckles, finalising the prop by mirroring the first strap I modelled.
I modelled the spray can separately, as I
can use this on my ranger, and as its own independent prop.
Keeping the geometry simply through
extruding and bevelling.
The cap sits on top of the nozzle
structure, this cap will be made opaque in order to reveal the inner structure.
Finally, I imported the can into my
ranger project and duplicated the prop before attaching them to my character’s
backpack.
The base model is now complete. I now
need to generate some textures to overlay onto the character.
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