Tuesday 20 October 2009

Start of Modelling the Characters Head

I thought it was about time i got cracking on the characters head so here is what i have done so far. Initially i just wanted to block out the general shape of my character making sure as i go that i stick to quads or 4 sided polygons.



After blocking out the main shape i have continued to work into the face and i am very pleased with how it is now shaping up. I am particularly pleased that i have managed to stick very close to my concept design. I still feel there is room for improvement for now i am going to leave the face until i add in the ear, which is my next step.




Current Polygons = 2238 Tris = 4342 Verts = 2236

Saturday 10 October 2009

The start of modelling my character

Having implemented the Unreal Male character successfully into the Unreal Engine it is time to start modelling my character. In order for the character to be successfully imported into the Unreal Engine John advised me that the shape of my character would have to be changed slightly in shape to conform with the skeleton provided with Unreal. Following this advise and the Unreal skeleton i have modelled the character in separate parts: Arms, Legs, Boots, and Torso. I have separated each of these body parts as this is how you import your character into the Unreal Editor.

Here is the basic shape of the Arms so far:

Here is the basic shape of the Legs so far:
Here is the basic shape of the Boots so far:
Here is the basic shape of the Torso so far:
Here is the characters body parts altogether this is still work in progress so i shall update the blog as i go.