As planned I've used previously showen arms as a base mesh to create high poly and low poly versions of the mechanical arms. To create high poly version I had to separate arms parts in to 25 subtools for more comfortable work with high subdivision levels individually on each subtool. I've made all surfaces look polished and smooth after that I've added all the fine details like bolts, screws and scratches.
Low poly version was done next. To make it I've made new topology of the shoulder, fingers and forearm parts everything else remained same polygon density as it was on base mesh. By changing this parts topology I've created much lower polygon count and simplified geometry details. I've used move brush to tweak low poly surface and move it so that it is slightly higher than high poly mesh surface to avoid overlapping this will prevent me from errors of normal map baking in the future.
Characters Design, Modeling and Presentation for Next-Gen Games
Wednesday, 5 February 2014
Friday, 17 January 2014
This update shows the progress on the mechanical arms of the character.
As I expected it is the hardest part of the character to work on
because robotic arms need to be able to move as realistic as human arms
and at the same time look like hard surface mechanisms. These mechanisms
design allows 360 degrees rotation in all of the joints of the arms
except fingers. Arms will be attached to the mechanical slots in the shoulder area I am also planing to model a connection between them that looks like a mechanical collarbone. These element should add more sense in to these character cyborg nature.
On the image above you can see the wire-frame of the robotic arms where different colors show separate sub tools/parts of the arms. I have started with rough high poly parts first and than used re-topology to make a low poly version of them. These hands tris count is still too high and I will have to reduce the topology density of some parts like fingers and forearm. I am planning to make high poly version of these arms by subdividing it and than add some final touches to it like screws and surface details. After that I can make a final low ploy version of the arms.Right now I am behind my ambitious schedule because I've made it in the way where I have to work on this project every day and the production steps are too tight in time that makes it unrealistic to follow because I also have to work on the other modules and they take more time that I've expected. I will try to do as much as possible from the things that I've planed but in any case the character will be presented to the highest standard as a real time rendered turntable video .
Wednesday, 4 December 2013
Here is a simple mind map that briefly describes my project and things that I've decided to cut. Project scope still remains very challenging and ambitious for a number of reasons. First of all I have other university modules to work on and I can only spend 3 days a week working on this project. Secondly some pipeline steps in my schedule are new to me and I'll have to learn them on the go (number 3;4;6) Finally Katana is quite complicated character to create in 3d and I believe that it is better to concentrate on one character for a better quality.
I've been working on Katanas 3d model in Zbrush. As you can see on the image below I've been mainly working on her face and head sensors.It is important to make sure that body proportions are correct that's why I've made 3d ruler to help me measure and tweak them. Classical proportions ratio head to body is 7 and 1/2. Katanas boots platforms are sculpted in the base mesh that is why they a lower than the last line/segmentation. All textures are basic and not final at the moment. Also I will leave hair creation part till later and do hardest parts first like mechanical hands. I've researched in to eyes modeling for next gen games and the best tutorial that I found was made by Adam Curtis(image in the end of the post). Katanas Eyes are not textured at the moment but I've made 4 low poly parts that are needed.

Friday, 8 November 2013
Here is
concept art for my first character Katana. Katana is a badass
Japanese cyborg female with traditional Japanese tattoos and robotic
arms that can shoot shuriken blades
out of the forearms. She is all about blades
and her main weapon is a smart sci-fi spin blade sword that can shape in
to a shorter version when blades rotate next to each other.There are
sensors on her head to prevent her sword cutting her own head of. Also
she have spike blades on her knees ,blades on her shins for her lethal
kicks and a few long throwing knifes on her hip just in case.
Katana's
clothes designed to be flexible and ready for marshal art and
acrobatics moves. Fur collar is not only a style element of her outfit
it is also a trophy made out of the monster that she killed. From the
back side of the character it will be visible that this fur skin is
actually a part of monsters head.
This image shows armor upgrade on her legs and how she looks with protective glasses on.The environment it self tells a bit of story as well. It is clear that she is in space because you can see Earth through the window and holographic screens creates sci-fi entourage. I am planning to add two walls on the sides with weapons selection on them to indicate that this is some sort of mission preparation room.Character selection menu environment will look like a vertical tunnel with floors where you can switch in between the characters up and down.This will look like space station compartments.
Friday, 1 November 2013
Introduction
Hi everyone! I am a Teeside University student: BA Computer Games Art and this blog is dedicated to my final year project development process .
My idea is to create two next-gen game ready characters from my own story IP, based on my personal concept art and showcase these characters rendered real time inside character selection menu that I am planning to make in UDK engine.
There are three main ideas behind this character selection menu. Number one is interactivity of the menu navigation where viewers will be able to switch between the characters, rotate each character around and zoom in and out to view the details. This will also create in game experience feeling where player have to choose a character to play with. Second idea is storytelling and setting atmosphere through the environment that will surround characters in the menu. Finally to make the characters feel more alive and less static I am planning to create simple animations for each character. Menu overall design, background and settings will be based on the story idea but should not drag attention from the characters presentation. Here is very short story description:
My idea is to create two next-gen game ready characters from my own story IP, based on my personal concept art and showcase these characters rendered real time inside character selection menu that I am planning to make in UDK engine.
There are three main ideas behind this character selection menu. Number one is interactivity of the menu navigation where viewers will be able to switch between the characters, rotate each character around and zoom in and out to view the details. This will also create in game experience feeling where player have to choose a character to play with. Second idea is storytelling and setting atmosphere through the environment that will surround characters in the menu. Finally to make the characters feel more alive and less static I am planning to create simple animations for each character. Menu overall design, background and settings will be based on the story idea but should not drag attention from the characters presentation. Here is very short story description:
Story is set
in the sci-fi future where technologically advanced humans faced a great danger
to their existence because of meteorite that brought alien virus and mutated some animal species in to unstoppable berserk monsters.
Humans had to leave Earth and build new home, space stations in the Low Earth
Orbit. Still dependent on Earth resources they left autonomous factories that mined those for them. To protect
factories from monsters attacks and for other deadly mission’s scientists
created elite cyborg soldiers by making the most dangerous people in to intelligent
killing machines.
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