Tamarrion, post 2: Modeling and sculpting

Turnaround1This week I’ve been working on the model for our game’s boss, whose design process I documented in my previous post.

Earlier this week I worked on putting together a base mesh for our boss. Generally, basic low resolution models are created of your game characters early during development for use as a base for misc. animation and modeling work. Often a rig is created using this base mesh so that work on animations can be started before the model is actually finished. We’ve changed our pipeline slightly for this project, and will be using our base models to create highpoly sculpts in Zbrush.

Turnaround2My base model of our boss hasn’t changed much from the concept art. As mentioned earlier, I’ve modeled the whole character in a lower resolution to establish proportions and modeling edgeflow. Note that not all spikes on the character’s armor have been laid out yet on this model.

HandThe only real change from our concept art that was made in this base mesh was the hands, which have been made much larger to fit our target style better.

I finished up this base mesh on Wednesday this week, and have since been working on a higher resolution model in Zbrush. The highpoly is still very much in progress, and I haven’t started on the armor pieces yet. Work has been a bit slow until now as I’ve never used Zbrush before and had to take some time to learn the software.

zbrush