This post shows the progress of developing one of the main characters for the original storyline. As the story involves a young boy, I produced some concept work of the boy including illustrations to use for reference to model the character later on in Maya.
In order to bulid the character, I had to import and use some concept images for reference.To do that, I simply created a polygonal plane, turned down the subdivision surface modes and scaled it up to a decent size. Then I assigned a new lambert material to the surface of the plane and imported a JPEG photo file of the image that showed the body structure of the character.
Only one half of the body was produced at first using a single polygonal cube, along with the arm. Then I composed the leg with another cube. Once all boday parts were complete, I combined them into one mesh, then merged certain vertices to others in order to secure the model even further. With construction history deleted (doing this will prevent problems with the mesh in the future), I mirrored the object to create the other half of the body, but not before aligning the vertices of half of the body in order to avoid complications.
The image above shows all the vertices of the open side of the mesh being snap-aligned. It is important to do thise every single time you wish to mirror the geometry of the mesh to create the other half as not doing so would cause problems. If for any reason, the mirror geometry mode fails, I would have to mirror the geometry with the mode to merge vertices with the original switched off and then go through the process of merging appropriate vertices together manually.
The shirt, trousers and shoes that I have produced are actually created from duplicates of the original mesh so they would all fit on the character with a few modifications. Later on, I would also create a lifejacket for the character as it would be relevant to the setting of the story.
A screenshot of a smooth mesh version of the son character. Applied simple lambert materials to each object and a phong material for the eyeballs. The area around the ears on the character are not perfect but that could be solved with other models in the future.
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| Another screenshot with a rendered image of the character's head, with some simple textures and hair. |
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| Wireframe mode screenshot of the smooth mesh with the hair, CV curves and other body part objects included. |
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| A screenshot of the boy charcter near completion. |
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| A close up of the character with the main mesh outlined in object mode. |












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