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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