Friday, 21 October 2011

Character Development - Father

The father character was produced separately, the head was created by another member of my group and I produced the body and the clothing to go with the character. The geometry was quite difficult for this character as there were too many edges and loops in the head's topology, but I managed to clean up a little of it in order to successfully combine it with the body mesh, merging appropriate vertices.

The complete meshes in wireframe mode, after they were constructed using reference images.

An image of the head, with one polygonal sphere for the eyeball and a simple face of the mesh selected.

Father character in smooth shaded mode. Attempted to produce textures for different surfaces such as the mesh and the "eyeballs." Accomplished it by assigning image files to existing materials, which were of course assigned to the specific surface. Once the modelling and texturing was complete, the character was sent off to be rigged.

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