Sunday 17 February 2013

Wip - Anthro croc- coloured

Hey ,

So far I have colored the Anthro croc . I used photoshop to do the painting . Here I have done the base color mehndi(heena )  green colour first and then used brush tool to make the scales . Then used FX option in which I used Bevel and emboss drop shadow , colour burn and other option to get the desired effect on the scales to show the maximum details . This technique was really helpful and different then the  usual just painting with brushes .Below is the black and white sketched and the colored image of the character



Sorry for the late update 
But , I have also done the base mesh of the character  using Autodesk maya 

Below is the WIP 

here is the  base mesh of the character 

I used basic cylinder- block modelling method for the complete body and tail .

And for the head base mesh I  used patch method which was tricky to figure out  the starting point  but finally managed to do it by self learning various tutorials .Below is the basic process I went through to build the basic head mesh 


Reference  for modelling base head mesh :



I used the above  reference image to create  the base mesh of the  head . This was one of the difficult part to figure out the starting point and which method to use as I have never modelled an animal head before  , I always find block method to be bit tricky and patch method goes easy for head modelling . So I wanted to use patch method  for this as I have used the same for the human heads too  . I went online to see reference tutorial for crocodile head modelling . But , I could only find block modelling method which was not even easy to grasp . So I further used all the basic techniques and  found my way through patch modelling method .
Procedure : Starting point

I started modelling from the side view as this view looked appropriate to start with , I used a plane polygon and draged it over the side face of the sketch ,Like shown  below  In fig 1 :




Step 2 : Then divided the plane  from the side view and also from the front view by using Edge loop tool  and shaping it according see fig 2 and 3



Then switch to front view  and extruded till other edge and shaping the vertices accordingly  (only half side modelling and then mirroring ) 


Delete the left side faces of the cube created and neck opening faces  like shown in below figures



Final result :


Delete the left side faces of the cube created and neck opening faces  like shown in below figures





That is it ! I have done this so , I feel sorry that due to my ill health I am unable to show much work this week but I am trying all my best to speed up and cover the the week which has left back . But I am very much much happy with the quality of work coming up . There are some errors In the mesh , Like the vertices looked pinched at some area and some edges do not smooth . I will be looking into these problems once I am completely finish with the basemesh . To finish the base mesh all I have to do is one hand , teeth , tongue and eye socket and merging and mirroring. This expected to be finish by the  evening tommorow . Once I finish the base mesh , I would be exporting it to the mudbox to do the detailing bit and simultaneously will be doing the clay modelling for entire this week .

Now I can see this project speeding up , hoping for the best .

Thank you, stay tuned .. More updates on the way !  












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