Armor!!!
From the reference images in the research,
which was conducted in the first couple of weeks. The idea is to give our hero
a more traditional armor that is having clothing and a sleeveless armor. This
will also gives us the opportunity to use another auto desk program called
Mudbox. Mudbox is a program from auto
desk which allows the user to sculpt there models which is very interesting
because it allows for further detail to be added to models and as long as the
3ds max files are exported out as an OBJ file format with a UVW unwrap added to
it. The model can be imported into Mudbox for further editing.
Before Mudbox is used the actual armor
needs to be created. The main breastplate or metal part of the shield was
created using the body shape created from previous weeks. Basically the body
was copied and polygons where deleted so that a simple chest plate was
achieved. Once this was complete the now new chest plate had to be resized to
fit onto the actual body of our hero.
One the breastplate had been resized and
shaped to fit it now had to be modeled like traditional armor. This basically
meant the armor had to be given a chest and abs to make our hero look more
athletic and mean.
To create the chest the breastplate had to
have more swift loops added to it so that closer editing could take place and
have more of a smooth outcome to it. Basically the chest had to be stretched
out so go across the breastplate because the reference body used to create the
main hero’s body has the chest at a point.
This part of the modeling required more
initiative and 3ds max experience, it was a time consuming task but the chest
was modeled correctly, which gave a better base for painting in mud box. The
next step was to model the base of the abs for the breastplate so that they too
could be painted and sculpted within Mudbox later on.
After the armor was complete it was time to
make the clothing that would go underneath it to give the armor more of an
effect. This would also allow us to add more designs to the clothes and give it
a more roman feel.
The clothing was created with the same
concept of copying the body previously created and simply deleting polygons and
simple push and pulls and extrusions. More loops where added again to give the
clothing a smoother look compared to the body.
The villain would where full armor from the
shoulder down to his toes because of time issues, this was basically done by taking
a copy of the body and modeling it more slightly again for the chest and abs so
that it would look more like armor and since they will be fighting and running
the armor needs to be more fitting and less bulky.


























