Monday, May 23, 2011
Armor WIP1
The WIP of the base mesh for my armor. Before I started modeling it, I modified the turnaround pose references to be more proportionate. Many of the comments from the last scrum suggested that I work on proportions. As I'm working on this, I have already noticed that I'm gonna have some problems due to the lack of a "top" orthographic view of my character (so I've done some guess work in the topology), so I may fix that soon. I will finish blocking out the head and other details this week.
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hmm...it will look interesting when it is done, i am surprise your not taking peoples advice however and working off a base human mesh so you can keep everything in proportion and when it comes time to animate make sure it all stays rigged together.
ReplyDeleteI would add a bit more shape to his torso. It looks like you just extruded a cylinder and scaled edge loops. Also, if you're working with a sphere for his shoulders, you may be making it hard on yourself.
ReplyDeletePretty basic as of now. Cant wait to see the high poly. That shoulder looks like it may cause you some problems.
ReplyDeleteNot much to say. It is really early. Try to get some more modeling done on it and get it fleshed out and finished. Not much there so it is hard to comment on too much, but everything looks fine thus far.
ReplyDeletelooks good for your concept. Though it's still not giving off the egyptian vibe. you should look at egyptian statues of bast and egyptian art scenes to get more of the feel of egypt rather than medieval europe.
ReplyDeleteToo early to point out anything. Just keep at it.
ReplyDeleteThe armor piece looks interesting by itself but when worn it could conform too much to the person's silhouette. Try adding more to the surface of your armor to make the silhouette more interesting.
ReplyDelete