Tuesday, 22 April 2014

Project 2: Reactionary evolution

Part 2 - High Poly model & textures


Final character renders & turntable 

cheetah 3d model


I am very happy with the final toon textures and renders. For the final character colour scheme the yellow and brown, to make it very clear and recognisable that he is a cheetah.  To continue to portray his goofy character and make his expression fit in with his aesthetic style a gave him the drooping tongue and big eyes. 







These are some renders for alternate colour schemes, which I did for experimentation, While I think some of them look really good, I decided to stick with the original yellow and brown colours. Some of the alternate colour schemes may be used in the final game as extra unlock able characters.


















Texture developments & colour experiments on final model


I am pleased with the final model, I like that he looks a little less weak and thin, but still portrays the goofiness and confusion of the original character design concepts. I think that the toon style shader is still a good idea for the character, especially consider all his sharp edges. The toon style really exaggerates and highlights the characters features. I experimented with a few colours.







Final High Poly model







Early textures & colours


I wanted to con tune with the cartoony style portrayed in the early character design sketches and which were carried on through the development sketches. I think this best portrayed the confusion and characteristics of an animal that had gone through experiments and testing, as well as suited the aesthetic of the game we will be developing.

These images show some early tests with the toon style textures in maya, as well as some more developments with the textures and spikes.








Model developments


After redoing my initial model, I used Z-brush to start adding texture and begun to develop the spike formations on the cheetah. I did some experiments with different spike type textures.





These screenshots show my initial redone low poly model. I redid my initial model to make it cleaner and work better. This also made it easier to work with textures later on. I also put more work into the head/ face of the model to make sure it looked exactly how I wanted it to.










development sketches & new orthographic


I liked the spiky look produced in the initial model so i decided to carry this design idea on through the development of the character. The spikes are made up of of thick sharp fur and also extruding bone caused by drugs and steroids given to the cheetah during experimentations. The drugs caused his hair to become thicker and extrude out in sharp pike formations and causing the bone to extrude in horn/ spike formations.





Part 1- Character design


Initial low poly rigged model




Initial orthographic images


I chose this character design for my initial low poly model. I liked this design because he expresses the weak and confused characteristics that an animal that may express if it was experimented on.






Initial character sketches


The characters from sour video game are animals that are escaping from an animal testing lab. This caused the development of the character design. As they were tested on, this meant they would have certain subtle mutations or quirks that exaggerate this idea that they have been experimented on, causing them to be deformed in some way. I tried some different sketches to portray this.






WebRep
currentVote
noRating
noWeight