Character Modelling: Yang
Starting with a cube, I gradually built the character's silhouette. |
I tried to keep the character in one piece of geometry. This involved lots of problem solving, extruding and bevelling on the model's lower half. |
I slowly introduced details like the belt and clothing layers. |
The belt was especially problematic, and I decided to model this separately. |
Using a separate piece of geometry for the belt gave me flexibility to work with its ambitious shapes and forms (knotted rope). |
I recycled the tassels from Gin's model to use on Yang. |
I also experimented with additional tassel placement. |
Yang's simple leg design worked in my favour by saving lots of modelling time. |
I chose to use colour and opacity maps for the models string accessories rather than modelling them. |
I used this same method for the characters scarf ribbons, which will be rigged for a flowy effect. |
Finally, I created Yang's cloak. This will be a very sheer and mostly opaque fabric. |
Once modelling was complete, I laid-out the character's UV's. |
Above, a side view render of Yang. |
Above, a rear view render of Yang. |
Above, a second side render of yang. |
Above, a front view render of yang. |
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