I continued final outcome preparations by modelling a simple character from my cast. This spirit creature is seen around the cabin environment depicted in my storyboard. Although scarcely seen in my composition drawings, I hope to utilize these characters more in my final outcome...
|
Above, a scene involving my tall spirit characters. A roof-level elongated black/ grey character with slight transparency. Seen here walking in a heard through the trees. |
|
Starting with a cube, I formed an elongated curved form as the base of my tall spirit model. |
|
Managing geometry around the character's' eyes was challenging. I refrained from using separate spheres as I want the eyes to look caved-in rather than protruding features. |
|
A close up of the characters' eyes, which I extruded and filled. With a few extra edge loops, they smooth into nice organic and unsymmetrical rounds. |
|
I duplicated my finished model and added some ear features, giving the silhouette more interest. I'll now have two character variations to work with. |
|
Above, my first material test. On the left, aistandard surface with no specular. On the right, the same material with a frosted glass pre-set. I like how the latter plays with transparency and light refraction. |
|
Above, my finalised spirit models. I'd like to tweak my material attributes, and aim for a material with diffused and soft edges. |
Comments