My Process and Evolution
Like I mentioned before I originally hand modeled this character, all 17,435 vertices, along with the sword which is 5,670 vertices. I did recently go back and smooth it out, but the pictures you see here are the original which was purely hand modeled by me. I would extrude faces and would keep adding more edge loops and then would manually move each vertices to give the character the perfect curve. Making his face was relatively easy, because it was a visor, but what gave a lot of trouble was making the arms. I wanted him to have muscles so I had to get the curve just right. I spend a lot of time getting the proportions and curves correct. Oddly enough I found his hands quite easy to make, and the same with the torso. The legs gave me the same issues as the arms, but I think the most difficult part was his shoes. I just could not get them to look good the way I wanted them too. The cloak was easier than I thought. I just extruded each face and lined it up with the Techrunner's body so it fit over him nicely, but trying to color it was difficult because of the way I made it. I didn't know how to do texturing when I first started learning either
so I assigned colors to the faces of the character to make the art
rather than texturing painting. It was a combination of 2 cloaks because I was going for a certain look, but the cloaks were inside of each other to it visually looked bad, especially when I colored the faces. I also meticulously rigged him. At the time I did not know about how weight paint or vertex groups worked so it took me a very long time to get the rig working, but I could not figure out how to figure the cloak. After I spent time learning and improving my skills, I fixed the Techrunner's issues. I re-did his cloak, I properly rigged, and animated him.
The Techrunner & Cyber Sword
Game ready character & weapon animation
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