Monday, April 25, 2011

Character Modeling: Doga - D1



Okay, here I will be updating the breakdowns that I have used in modeling Doga (he is an Indian anti-hero character, appeared in several editions of Raj Comics. Created by Tarun Kumar Wahi, Sanjay Gupta and Manu in the year 1992)

Target: Recreate a 3D model in not more than 4,500 polys with complete texture and in 7 days time.

Note: I will be using few techniques/approach for the very first time. So, if I miss out anything or if there is a better way around, please let me know.



With the help of  Skin Modifier (thanks to Nicholas Bishop for making BMesh possible) I have build the base mesh and I am using a reference image from Andrew Loomis's Figure Drawing to get the anatomy and proportion right.



Next I rotated the arms and the limbs pivoting around elbow and pelvic joints respectively from bottom most by 45ยบ (instead of normal T-pose). This ensures that when I rig the character I get a nice deformation in/around the shoulder and groin region.




After applying the modifier, I start getting the volumes right referring few more images of the character himself, to get a nice edge flow/topology.





Added the head and the hands. For modeling the head/face, I took a reference image of this to get the folds around the mouth and cheek.




Finally, the base model (having few more than 6,500 polys) is ready. Have tried to remove redundant edge loops to make it around 4,500 but its tough situation here. May be if this character is not rigged or animated, I can remove few more edge loops from the abdominal area, knuckles, elbows and knee joints but still getting 4,500 poly counts seems rather impossible now as I haven't added the eyeballs and the details inside the mouth (with teeth and tongue) plus the props he will carrying around! Okay, found a way to reduce the polys to much lesser number. Now I am busy sculpting, will be updating in my next post.

To do: Will be sculpting on the high res model to get all the finer details, folds, etc and baking the normal and AO map. Thanks for reading.


1 comment:

  1. You can make use of textures to reduce polys search for gameartsians forums for. Game models. for reference.

    ReplyDelete