Tuesday 8 September 2015

Summer Project - Cyborg Character (In Progress)

             When conceptualizing the character, I knew I wanted him to be agile and to have a very clear distinction between his organic and mechanical parts. To compliment the more streamlined shape of the cybernetics, the character would have mutations that were both odd in colour and varied in shape, almost like trails of smoke and flame made from the characters skin. This also led to the idea of giving the character fire powers or fire based abilities.
            Of the sketch I lined up, Sketches B, F, J and L seemed the most interesting and made the most sense from an anatomical perspective. They all have a very agile look to them and both their clothing and mutations would complement their movements, which would be important in an action game. F looked like the best choice since it more resembles a humanoid despite its augmentations and would be able to fill the role of a playable character.
            To better draw in the details on the coloured character, I created the 3 Perspective View image first, to serve as an accurate guide for the character. It also let me adjust the characters proportions, simplify some details and determine which parts would have to be modelled or simply be left as textures.

            For colour, since the character's mutations closely resemble fire, I gave them a red, burnt colouration, which could be further built upon in modelling, by adding a texture reminiscent of burns or burnt skin. This also lead to part of his clothing also being red, to give the look a certain flow along one side of his body. The characters armour also needed to be clearly mechanical, so it uses a lot of silver and black colours, as well as a dark saturated green. These parts also feature a hexagonal pattern, particularly on his shoulders and chest, both of which could be applied in the texture phase. The characters skin also had to have a clear distinction between its mutated parts and the cybernetic additions, so it's a notably sickly pale colour and any parts leading into mutation would be bordered by black veins on his skin.

            Initially I used a cube to construct the body but during this, I realised that I was having to subdivide the mesh so much that the polycount would be far too high for this point in the project. Also, this method made modelling the head very difficult since I couldn't accurately adjust it, again due to the unnecessary faces and vertices.

            For the second attempt, I used a more traditional figure modelling method, using cylinders as a base and constructing the features of the face separately from the rest of the head. Since the character has asymmetric components to his design, the symmetrical elements took priority. This also extended to parts of his body such as his feet. These were modelled as separate meshes and attached rather than simply extruding them from the rest of legs. This also helped create more even meshes for parts such as the shoulder plates and the armour on his right arm.

            The legs also needed some consideration, since they had to be designed for an additional point of articulation. This was resolved by simply looking at some reference of 3D models of Raptors or other creatures with similar legs.

The cloth strips on the back of his belt were made from a single flat plane.