Hello everyone.
When I was a child I played table game Space Crusade many times with my best friend Sergio and my cousin Paulino. I love this game and I like very much the biggest figure of the game, the Dreadnought.
It is a biped android with many weapons, very huge and very difficult to eliminate.
So, I decided to model and texture like an exercise to improve my modelling and texturing skills.
It is a biped android with many weapons, very huge and very difficult to eliminate.
So, I decided to model and texture like an exercise to improve my modelling and texturing skills.
At the beggining I didn´t think anything about rigging it but when I have finished the foot and leg model I try to rig it and it worked well so I did a complete rig.
Finally, the last step will be an animation to test the rig.
Software that I´ve used:
- 3D Max 2010 to modelling and rigging
- UVLayout to unwrapping
- Mudbox 2010, Bodypaint and Photoshop CS5 to texturing.
Here there are some references that I´ve looked for.
I started doing a very simple concept of a left view by hand where we can see the central chassis, the leg with an inverse knee and the foot.
Then in photoshop I did a front view, a new left view and one of perspective with more detail. I introduced a biped of 180 cms in height to blockout the maximum size of the dreadnought.
I wanted the dreadnought was huge compared a man, then it is almost 4 meters.
I wanted the dreadnought was huge compared a man, then it is almost 4 meters.
I started modelling the foot. Here are some renders of the first version.
And the final version with a lot of detail. I changed the joint because in the first version it was a fixed joint with a very little movement, only in one axis. I did a change a more deformable joint that it allows me move or rotate it in any direction (we´ll see this in the rigging step) and I added four hinges for more detail, I will rig it with IK´s.
After the feet, I modeled the leg. Here there are some first version renders of foot and leg together.
I did many changes in the legs in the final version and with the new joint foot-leg I got more movement. I´ve divide the leg in three parts with an inverse knee to rig it with an IK.
I´ve used a sphere joint at the third part of the leg to joint the leg with the chassis.
I´ll paste new renders next days.
Bye
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