I modelled the face, hands and feet separately from the main body and imported them in, it allowed me to make them with proper references and make sure they were in proportion rather than guessing them against the body. I haven't modelled a human head before and it was certainly an experience. I did it by drawing on a square and then extruding and moving around the pieces until it fit the geometry of the face. I only modelled half and then mirrored it so it would be symmetrical. The mouth was the hardest part but I like how the nose turned out. If I model a head again I'd like to find a more economic way of doing it, also perhaps sculpt it and import it rather than building it from scratch in Maya.
I think relative to the quality of the model I spent too much time on the hands, although I'm glad I used a reference as it meant they turned out looking right rather than how I thought a hand looked. If i could spend more time on it I would focus on making the fingers less square and fix the end of the middle finger.
The shoes were fairly easy compared to the rest of the model and didn't take as long as some parts to complete. I would have rather made the folds less square but in the time I had I didn't mind leaving it how it is. I did keep having to remind myself that it was a low poly model and shouldn't be too detailed or have to many triangles.
The human body I modelled against the turnaround I did for my first project so I'm glad the imaged matched up or it would have been harder. I kept it simple and all in one piece so there weren't too many polys floating around and I couldn't texture it all in one.
This is how my final model turned out after being posed. He was modelled in the T pose for ease. For my first human model I am pretty pleased, I like how the had and the hands turned out the most. Considering my modelling skill I probably shouldn't have done a human and done a weapon or environment instead but I'm glad I tried it and pushed myself to do something I wasn't confident in. Next time I model a human I'd like to try it in a sculpting software like Z-Brush instead to see how different it is and have a go at high poly modelling.
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