Thursday 20 February 2014

Modelling - Game Boss Head

With the research i had gathered and other resources used such as certain documentaries based on Easter island, i felt comfortable to start modelling the boss. With the head being the key element which would link the boss idea to the Easter island level design i wanted to get this bit right first.

I started off making the simply shapes which would form the Easter island style head. Once that looked good, i started adding in some of the more noticeable damage which couldn't be portrayed correctly from an AO and normal map. I wanted to show that this head had been placed in this environment and been there for a couple thousand years.

After adding in the damage to the head i UV mapped the mesh and created an AO map to show show of the detail and where shadow will fall in a lit environment. This was the result.



Boss Head Version 1

I shared my results with the rest of my group and some of the feedback was that the edges could be a bit more rounded which i agreed with. With this is mind i knew it would up the poly count so to try and reduce the amount a bit to allow for the added detail on the edges, I got rid of the lower portion of modelled damage to the head. 

Boss Head with feedback adjustments:



Boss Head Version 2

When it comes to making the diffuse for the model, i'm going to add the smaller cracks and damage in with the textures. I presented to second version to the rest of my team and they were all happy with the outcome of the boss head.



Boss head UVs & AO map



Boss head rendered update

After modelling the head i then moved on to the arms of the boss. Originally they were just going to be solid rock formed from the volcano by the alien tech within the Easter island head which had been left there thousands of years ago by the aliens. The feedback from Andy G was that the boss looked too organic, so taking this is to consideration i started to add some bone structures and wires which would link the boss all together to form the rest of its body. 




Boss arm update

Looking at the side profile view and can now see that the modelled rock is too flat and i need to pull it out a bit and make it more rounded, rather than flat. I'm quite happy with how it's coming on so far and i'm looking forward to completing the full model to see what it'll look like within the game.

On the arm i still need to model the hand which i was having a bit of trouble with as it didn't look quite right. I took a step back from it and did a few quick sketches on paper with different styles and have come up with a design which i think will work well with the rest of it.


Chosen boss hand design idea sketch

This was one of the quick sketches i did which i liked the best. When it comes to modelling the design i think i'll make the palm of the hand a bit bigger or make the fingers a bit more stumpy to correct the proportion of the design.  






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