Legs!!!
The legs are the final step of our
character before the animation process begins.
The legs for the hero where created using a
cylinder. This is because the rest of the character has armor on him so why not
give him armored shoes to match the rest of the mesh.
To create the legs a standard cylinder was
taken into Photoshop and was converted to an editable poly. Once this was done
the legs and cylinder had to both be resized and the legs slightly reshaped so
that the cylinder would fit onto the mesh with no distortion or overlap issues.
Once this was achieved it was time to begin
shaping the armored shoes. Most armored shoes have a knee support which would
prove relevance to our hero since he will be fighting enemies, also the armored
shoes will save time in creating feet with toes and other detail within a foot.
Once the knee support has been shaped it
was time to shape the bottom of the armored show so that it actually looked as
if there was a foot in the bottom of it. Simply pushing and pulling the
appropriate vert’s in vertex mode within editable poly completed this.
This will give the base of the armored
shoes, this then will be the choice of the modeler if the would like to add
detail to the shoes or leave them plain for possible colouring.
For the purpose of this project and hero
further detail will be added to the shoes but only simple extrusions to give
the shoes more depth to them and have a design without the need of further
sculpting or specific colouring, the simplicity has been talked about a lot for
this hero and villain project and this is because creating a character is very
time consuming and because this is being created to meet a deadline, not much
time is given for major detailed.
For the villains feet very simple boots
where created from just pulling his leg further down and shaping his feet so
that they looked more like boots attached to his legs to save further time for
animation.
The legs were stretched further down to
give the character the right height and give the boots more of an effect.
Shaping of the foot again was simply from pushing and pulling vertices to form
the feet of the villain.




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