Wednesday 29 February 2012

Character Creation

Torso

To start off the creation of my villain I have decided to follow the same method as when I created the basic character. First create a box and allocate each section with segments, then convert it to an editable poly. Next extrude out a place for the arms and neck by selecting the necessary polygons.

Next using the cut tool, add some more lines around the body. Select vertex mode and move the vertices around where the back of the villain will be to create a hunch. Move the vertices inwards a little at the side of the body to create the waist of the villain.

After pulling out some of the vertices around the shoulders, push some of the vertices inwards around the lower back to show off the hunch. Select the vertices at the bottom and pull them up a little to create the pelvis, then extrude out the polygons where the legs will go. Extrude out the neck a little more and the select the line at the back of the neck. Move this line up to tilt the neck forwards slightly to aid the hunched look. Use the scale tool on the polygon extruded from the top of the neck to make the polygon a little smaller. Add a turbo Smooth effect to see what the current torso of the villain looks like.

Arms and legs

The arms and legs are very simple to create. First select polygon mode and select both faces on the arms, scale them down a little to make them more round. With both faces still selected extrude them out a little to form the bicep of the arm. Select the bevel tool to create the elbow, then move back to the extrude tool to create the forearm.

Once the arms are long enough move down and select the polygons on the legs. Extrude the legs out a little to create the thighs and then switch to the bevel tool to create the kneecap.  Move back to the extrude tool for the remainder of the leg. Change the colour of the character to a more skin like colour.

Turn off the turbo smooth so that the edges can be seen more clearly and select the lines where the elbows are. Move them out a little so that when it is turbo smoothed again it will create a bump on the elbow. This can then be applied to the kneecaps as well.

Clothing

Apply the turbo smooth again and clone it. Scale the clone making it a little bigger and delete most of the polygons on the arms and legs. Move the lines around a little so that the bigger shape completely covers the smaller one so that it looks like the body is now wearing a vest.

Next move the vertices of the vest around so that it is just covering the body of the character and delete the polygon around where the neck is. Next extrude the head out from the body shape to form a long narrow head and extrude out the lower polygon from the head to create a chin. Select the lines and move them around to separate the chin and the head out a little more, making them much easier to distinguish.

Once again turn turbo smooth off and cut a new set of vertices straight down the middle of the vest. Click on the vertices and use the chamfer tool to split the vertices creating a small square and work the way down the vest doing this for all of the vertices in the centre. Assign an ID number to both the vest and the buttons and add appropriate materials to it using the material editor. Once done turbo smooth it again.

Back positioning

Once I got the basic body shape for my villain I then moved on to fine tuning a few details, starting with the back. Though I got the hunch the way I wanted the top of the shoulders seemed to stick out too much making them look rather large. First select the body shape and select the vertices and just move each of them back to make the back a little more rounded off, rather than pointy. Do the same for the shirt so that the shirt just covers the body.

Hand

First use the cut tool to break up the segment into a few multiple segments. Extrude each of these segments in turn switching to the bevel tool to round off the end of the fingers. Use the cut tool again to cut up a segment on the side of the hand and extrude the thumb. Move the vertices around a little to make the thumb more rounded.

Hook Hand

While modelling the hand I thought it would be a good idea to have the other hand as a hook to make the villain a little more threatening. Simply extrude out the segment a little then use the scale tool to scale down the size of the segment being extruded. Switch to the bevel tool to round of the end of the hook, and then move the vertices around until the hook is curved.

Attaching clothing to body

Attaching the clothing to the body using the attach tool will make the whole object the same colour. Select each individual bit of the body, such as arms, legs and head and assign an ID number to it. Do the same for the hook, feet and shirt and then choose the different colours for the different attributes.

Eyes, Nose and Mouth

For the eyes I followed the simple tutorial as previously shown. I then moved the points around on each eye and scaled them to fit the face. I decided upon making the eyes look a little different to add to the ugly side of the villain’s personality. I also cut the segment where the eyes are located into two, then bevelled them both in a little to create an eye socket of a sorts.

The nose was also fairly simple. First cut out a triangle in the segment underneath the eyes and then extrude the newly cut segment. Next move the vertices making the nose narrower on the top and a little narrower on the bottom.

For the mouth I used the connect tool on the segment underneath the nose creating a new segment a little way apart from the nose. I then used the inset tool to create an outer line around the new segment and the used the extrude tool to push the segment in a little. I then created a box and used the connect tool to create multiple lines down the box. I then used the inset tool to give each small box an outer edge and then assigned new ID numbers for both the larger and smaller faces. The larger faces I then gave a white colouring and the smaller one a black colour. I then placed this box in the space I created for the mouth and then moved the vertices around on the head to hide parts of the teeth.

Hat

Next I decided to give the villain a hat, by first cutting a cylinder in half and extruding out a few of the faces a little. I then used the soft selection tool to pull about some of the vertices making the hat look a little worn in places.

Clothing

I decided to keep the short sleeves in tack for the shirt, for the legs I selected the lines from trousers and used the loop tool to select all of the lines around the leg. I then used the shift copy method to move down the trousers down the leg.

I decided to then go back and work on the mouth as it didn’t look quite right. I deleted all of the segments on the face around the mouth area and used the shift copy method to create a new blank one. I used the connect tool to break the bigger segment up into smaller ones so they can be more easily moved. I extruded the middle ones inwards a little and moved the outer ones around a little. I used the bend modifier on the teeth I created earlier so that the teeth became more rounded and fit comfortably in the slot in the mouth. I then moved the vertices around so that parts of the teeth were covered by the lip area and also so you can see some of the teeth when viewing the villain from the side.

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