For the final introduction to 3D modeling assignment, we were tasked with creating a character through Maya and UV mapping it. My goal starting out was to make a fantasy RPG – Type character.
To start, I drew out my character in a T-Pose Position. I wanted some realism to the character, so I decided to draw it first without clothing, and then with clothing on. I also drew the top portion of the arm to help with modeling down the line. These drawings can be seen below:
Drawing the character not only in different views, but with and without clothing turned out to be very helpful down the road in the modeling process. As you can see below, I set up image planes in maya and aligned both versions of the character for reference while modeling:
Having the anatomy set up in my drawing helped me to get some accurate modeling for the head and torso. Moving forward, I did remove some of the armor that can be seen in the clothed version of the character, this was in order to spend more time focusing on the basics of modeling anatomy.
As the mass was finished, I UV mapped different textures to the head, torso, pants, and accessories:
I utilized the solidangle website to get presets for the gold texture they provided. This helped me create the fantisiful looking belt buckle. I also utilized fabric and silk textures for the belt and pants. For the blue skin, I utilized some sub surface scattering and slight bump mapping to add a subtle texture.
I added a face from google image, and used Photoshop to create the same blue hue adjustment to match the rest of the body. I also selected the faces in the eyes to create an emissive blue texture to add to that elemental feeling of the character from the original concept sketches. I also used the same gold texture technique on his earrings.
Below you can see the turn table render created as the final product on vimeo: