![]() ![]() After each spline is placed accordingly, and while making sure all spline corners were set as CORNERED for easier manipulation, the next step was to pull out the structure in 3D space. Its basically like tracing the drawing and connecting the dots. Once each textures were placed on their respective viewports (front and side), I then proceeded to draw the main countours of the face via splines. From there, I saved out the two drawings as bitmaps so I can place them inside 3D studio Max as a visible texture. After I decided on a particular look, I then drew highly detailed views of the front and side of the head for reference. I did several drawings, each of them with varying degrees of detail. I started off by drawing the face on paper. For other references, I also checked out many drawings by Frank Frazetta and Simon Bisley for muscular and defined faces.įor the face of this particular character, I decided to use the very popular method of Surface Tools modelling. I love how the author reduces the head into simple geometric blocks to show the readers just how exactly it would look when each section of the face is broken down. It offers a very extensive look at the head as a structure. The one that I really used was "Burne Hogarth's Drawing the Human Head" since the references inside had more of a comic-bookish quality to them. I ended up buying a lot of books by Burne Hogarth. Because of that, I wanted to make sure that I had enough reference material so that the model would progress fairly well. I created the Rust character after a year of not modelling anything remotely human in 3D Studio MAX. What kind of reference material did you use? I devoted at least 2-3 hours everyday for one month modelling and texturing him. I worked on him whenever I came across a break from the job that I was doing at the time. He should at least have the look of someone who has been travelling thousands of miles while fighting evil. I wanted to give the model a very weary appearance. He's basically your archetypal hero who wanders around and gets himself in trouble. The main character (the one in the picture) is a loner type who travels the land on his hoverbike. Its your typical post-apocalyptic world where all its inhabitants wear worn leather and look weird.very Mad Max-ish. My original plan was to create little 2 minute animated shorts that took place inside this Rust world. Lightwave 3d jobs series#"Rust" is supposed to be a title for this series I had in mind. Animation, even though I havent done it in a while, is something that I really devote my time to in order to make sure everything looks right. I get the most of my satisfaction through that part of the process. Modelling, for me, is the ultimate kick when doing 3D. Modelling and animation would be my strong points. My first attempt in this would be the RUSH HOUR image. I've always wanted to duplicate the many compositions of some of the grittier photographs that can be found in LIFE magazine, or National Geographic. I also like to do imagery that deals with modern life and issues. Sci-fi is a genre that really gives an artist a chance to let his/her imagination run amok. I grew up with the Star Wars series, so the majority of my work will always reflect on my love for spaceships and weird aliens. If I see something outdoors that piques my interest, I tend to translate it either on paper or through the computer. Also, everyday surroundings can be a great source of inspiration for me. I watch a lot of movies and read a lot of books, so the bulk of my ideas are sparked either by something I read, or something that I saw on the screen. What are your main sources of inspiration? To this very day, I still thank my lucky stars that I chose what I chose because I have heard from a few friends in advertising that it is in a slump right now. It ended up becoming a draw between that or Creative Advertising, but I eventually chose the former rather than the latter. After going through different courses the college offered, I came across a 3D animation course. Back then, 3D animation was not quite as big as it is today. I originally saw myself taking Creative Advertising in College, since I thought that was the field where I could best apply my love for drawing. I am 23 years old, and currently living in Toronto, Canada.Īctually, I almost never got to do 3D at all. ![]()
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