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| fig.01 |
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my goal was to create a 3d version of the nihal character. |
| modeling: |
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once i’d prepared the base mesh of the body, i started to model the armor's pieces and clothes, which covered most of the body. modeling each of these pieces was done in two stages: first a basic modeling stage and then a second modeling stage to bring out more of the details. all the items were done using this same method. i started with the chest armor and i kept nihal's body on a separate layer, creating new polygons using modo’s "background constraint" option. this way the new polygons were fitted onto the background mesh (fig.02). |
| fig.02 |
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to model, in addition to the traditional tools, i used a lot of modo sculpting tools directly onto the mesh, which made the modeling process quite fast, very enjoyable and not boring at all. in fig.03 you can see the chest after the first modeling phase and in fig.04 the chest after the second modeling phase. |
| fig.03 |
fig.04 |
| a very fun modeling stage was when i modeled the armor friezes, which were not sculpted, but modeled and applied onto the armor. even in this case i used the “background constraint” option, as can be seen in fig.05. |
| fig.05 |
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fig.06 shows the chest’s wire details. |
| fig.06 |
| in fig.07 you can see the legs after the first modeling phase; fig.08 shows the legs after the second modeling phase. |
| fig.07 | fig.08 |
| i did everything in a t-pose at first, instead of modeling it in the final pose, as i thought it would be nice to have the possibility of animating the body (even though i'm not planning to do it). in fig.09 you can see nihal fully modeled; any final details that were missing at this stage were going to be added later with the bump map. |
| fig.09 |
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in fig.10, you can see the full model wires. |
| fig.10 |
| texturing: |
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and here i started to seriously enjoy myself! first i had to unwrap the model – which is a pretty boring, but very important step. it has to be done with care, because if you hurt your model in this step, then you will see the consequences in the final result. fig.11 shows the result with the model checker applied.
in fig.12 we can see the uv map template. |
| fig.11 | fig.12 |
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