
Making of DAWN,The Dinotaur - [Page 1] |
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::CONCEPT:: Character: This project started out as an anatomy study. I didn't feel like making a standard human,and wanted to make something interesting...something that'll keep me hooked to the project. So,I decided to make something that I can relate to,and thus started my first attempt at creating a new character design. I've studied a lot of existing concepts and sculpts for inspiration,and I've always been fascinated by Blizzard Entertainment's Artwork.Tauren Shaman from the World of Warcraft and the Minotaur by Aaron St. Goddard totally inspired me to create a character that is part human and part animal.The human part was there so that I can study human anatomy,and the animal part is to keep me hooked ;) I had to choose the 'animal' part of the character. I'm crazy about Dinosaurs,so it wasn't hard. But I didn't want a simple 'Dinosaur Man',so I added in the Minotaur bit which inspired me in the first place and thats how the 'Dinotaur' was born. Dinotaur or more precisely 'Dinotavr' translates to "Bull of the Dinos".So,I wanted to capture the feel of a strong Warrior,instead of going in the 'scary monster' route. Armor: Again,a lot of Blizzard inspired stuff here ;) But I added in a few more things that I love : Samurai Armor Design and a bit of Dinosaur armor too,for example the spikes on the tail were based off a Stegosaur,and the claws on his left hand were added for the 'T-Rex' feel. * For those who wish to know whatsup with the "Dawn" thing : I wanted to get back to basics and start anew. I had no idea what I'd be making,so the project was codenamed 'Dawn' to reflect my desire. Even after I'd finalised my 'Dinotaur' design,I didn't feel like dumping the 'Dawn' from the name..so I named him 'Dawn',though it doesn't sound like the name of a warrior,it just had to be it. ::MODELING:: BODY: This was the most exciting part of my project. I was deeply inspired by Kolby Jukes's attention to detail,and I wanted to make my Dinotaur as muscular and organic as I could. This was my anatomy study and I spent a lot of time on studying the human form before I started sculpting. Basemesh:
I
started blocking out the model in 3ds max using the box-modeling technique.
I basically put the major forms and the overall proportions in this stage.
I had 2 image planes with sketches of the silhouette I wanted. I found that
using the DirectX shader will give crisp image quality on the planes. At the end of it,I had the basemesh ready for detailing in a sculpting app,in this case,Mudbox. |
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Sculpt: While sculpting I had 2 things stamped all over my mind: 1)
Concentrate on getting the form correctly I
spent most of my time in the first 2 subdivisions of model.
Level 0:
Level 1:
Level 2:
Level 3:
Level 4:
Level 5: It was time to start on the armour. I took screencaps of the Front and Side views,and painted over the armor design in photoshop for a clear picture.
Blockout:
The
shoulder,leg and tail armor plates were extracted from the basemesh,and had
a Shell Modifier slapped on for thickness. The torso and waist belts were
lofted and the big spikes on the tail were just a bunch of bent cones [same
for his horns,except I've added a twist modifier] The Wraps:
A
lot of people asked me how I'd modeled the arm/thigh wraps,so I've decided
to explain it in detail. I wish to thank my friend ReplicA who actually suggested
this technique. Sculpt:
Once
I had the armor pieces blockedout,I started sculpting the details one piece
at a time. WEAPONS:
I made 2 weapons for him. A pike and a big sword.Both of them carried the theme from his armor but I chose to scrap his sword as it just didn't seem to go well. Again the wraps were made using polyboost. The weapons themselves were boxmodeled. Once done with the blockout,I've detailed the weapons in the same way I did the armor Once I'd finished detailing the weapons,I spent some tweaking the whole character,and when I was finally happy it was time to call the modeling done. I've
made a few quick pose tests and rendered out some "marble" renders.
The basemesh was rigged in max using Character Studio and once I had the pose
ready,I exported it to an OBJ and imported it into Mudbox as a "layer".
The "Import as Layer" is another cool feature that really helps
you sculpt regions that are otherwise inaccessible in a particular pose. For
example,I openedup his mouth in the basemesh,imported it as a new layer and
detailed the mouth.
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