I used zsphere to make the basic body shape I started with the body and used symmetry to make the limbs even. Once I was happy with the shape of the body i made the poly mesh 3D, then i divided it this made to mesh smoother so that i could add detail to my character. I started working on the body of the rider with the soft clay brush and mad defined features such a body shape and muscle areas. I used human structure images as references. To make the features more defined i held down alt and went around the areas of muscle to carve into the object to make it stand out and then smoothed it out.

I decided to make the riders boots as a separate object so that i could fit them to the rider instead of just being on mesh. I started out with 2 zspheres in the shape of an L then converted it to a 3D ploy mesh so that i could edit it. the next part was to make shapes and features on the boot such as the heel platform and the toe protectors. To make the heel on the boot I used the flatten brush and the clip curve brush to make the platform. To make the protective parts of the boots i masked the areas that would need protecting if the rider was to come off the bike, so the masked areas actually had a purpose. Once i had the areas masked i extracted them to add depth. When everything was in place i divided the mesh a few times to make it smooth and to give it a futuristic feel.

When I was finished with the boots I went back to modelling the rider and his armor. The first thing i started modelling was the helmet, i did this by masking the head of the character and extracting the mask then I used the move brush and pulled the new subtool into the shape i wanted then started sculpting a design/ layout on the helmet. I also extracted panels on the jawbone of the helmet a to act as vents.
I wanted the armor the to be as aerodynamic as possible so I made the helmet, elbow pads and boots have point on them. I also made the armor on the body and legs have spaces so that the rider could move and be flexible but still have full protection on the areas needed. For the majority of the armor I masked the mesh and used extraction to create panels and then sculpted on them or used the move tool and smoothed them off so there are not harsh edges.
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