Monday, 10 March 2014

Legs !!!!

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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