Saturday 21 April 2012

Update 16 - 20 April

No progress on the dragon this week, as Tuesday to Friday from 10 am to 10 pm every day was spent working on the group project. Weekend will also most likely be spent bug testing the game, getting it ready for the presentation on Wednesday.

Will return next week with some updates instead!

Saturday 14 April 2012

Update 9 - 13 April

After this week's modelling, the dragon is almost finished and ready to be imported to Mudbox.

The topology of the head was prepared for adding the four larger spikes shown in the concept design. Although the polygons were already quite dense in this area, it proved very difficult to find enough space to add these in, and as a result, some of the vertices are crammed into very small areas.

The polygons were arranged and shaped to fit the desired size of the horns, and turned around so that an extrusion would follow the neckline.

The shape of the horns was made using the line tool with smooth curves, and as the base of the horn was prepared, the base polygon was extruded along the line.

The horn after extrusion. The shape was altered separately to fit better.

Final layout of the head with added horns.

Head with turbosmooth.

Next on the list to do, and the final piece to the puzzle, was creating the wings. The wings were fairly tricky, and although steps of the same process could be repeated for many parts, such as the wing membrane, there were parts that proved more difficult than others.

Extrusions of the wing arm. This made up the basic shape of the wing and would provide the topology needed.  
The wing "fingers" were extruded from separate groups of polygons with the same length in between. The membrane seen modelled in this picture was made by extruding an inset along the arm, and welding the vertices together to create a solid, narrower part.
The membranes between the fingers were created generally in the same way as explained above, but because of their small distance, the Bridge tool could be used to connect them easily. The Bridge was done along an inset running along both sides of the fingers, allowing for the membrane to be thinned than the spikes. The innermost polygons of each membrane, however, could not be bridged or connected the same way, but had to be welded together separately.
The Bridge method worked well until the final stretch of wing, where I had to extrude the membrane bit by bit and weld the parts individually to the arm. The wing would connect to the dragon's back.
 
The wing was finally connected to the arm and the dragon, and details could be added. The arm was made thicker at the base to allow for muscular structure to be added, and spikes were added to the end of each of the fingers.

Final screen-cap of the dragon with turbosmooth.
Dragon from different angle.

Although the dragon is basically finished and ready to be exported to Mudbox, there are a few minor tweaks I would still like to do to it. For example, the snout is still a bit broad and short, and the wings are too straight for my liking. Hopefully I'll be able to bend them into a more relaxed pose without messing them up!

Friday 6 April 2012

Dragon Progress

This week was spent adding smaller details such as claws and spikes, as well as defining facial structure and build.

The feet were made by extruding 4 polys into the shape of 4 toes.


Toes were made different size and positioned accordingly.

Back feet are bigger and more symmetrical compared to the front feet. Muscles refined in the hind legs.

More detail added to the face. Because the dragon will ultimately be viewed with added turbosmooth, all details to the face have to be exaggerated as they are smoothed down later.

The same detail as above with added turbosmooth.

Spikes were made with the following steps: 1) Polygon was extruded upward, 2) An inset was added to create a rim, 3) Extrusion downwards, 4) Extrusion up to add the spike from the base.

Spike with turbosmooth.

Head with final detail and spikes.

Dragon at the end of this week's modelling.

With turbosmooth.
Still to be added: eyes, larger facial spikes and wings.

Sunday 1 April 2012

Model Update

As some of the other modules have finally passed their deadlines, I can start focusing my efforts on the dissertation project a bit more again. The week after the Masterclass hand-in was spent catching up on the two other projects that are due in soon, and great progress was made especially in the Machinima module. This week I went back to work more on my module, and from the start of Easter, I will stick to a more organised timetable of 2 days dissertation, 1 day group project and 2 days machinima. Hopefully this will allow enough time for each project to finish according to deadlines. As dissertation is the last module due in, it is also the one most likely to be put aside to allow time to work on other projects.

Although I am nowhere near the stage I was hoping to reach by Easter, I am confident that I will be able to finish the project according to the details stated in the accompanying documents.

For the last few days, I've been working on modelling the dragon in 3ds Max. It is not yet anywhere near finished, and while this amount of detail would be sufficient enough to export into Mudbox, I want to spend a bit more time in 3ds Max first and add some smaller details that will make the sculpting process easier in the long run.

 I started the model by adding the blueprint linearts onto planes. These act as guides for modelling. The base of the model was made using two 8-segmented spheres, which were connected together and shaped to fit the dragon's body. The larger sphere make up the chest area of the dragon, while the smaller is the hindquarters.

I drew a smooth line in the shape of the tail and extruded the end polys of the sphere along the line.   

Tail after extrusion.
With the help of the soft selection tool, I could move vertices around whilst affecting neighbouring vertices to create a more natural curve.












The head was created in the same way as the tail; first a line was drawn, then the end polys of the sphere were extruded along the line and with some tweaking of the settings, the shape was almost right. Of course, the head required more vertices being moved around to match the outlines.
The forelegs were created by using "inset" on four of the middle polys of the sphere. A section of the inset was then extruded to create the beginning of the arm and the elbow. The extruded segment was made planar to ensure that it was symmetrical and extruded along the shape of the leg.
With the basic shape in place, I could start moving individual polys and vertices around to make sure that the leg followed the shape on the lineart, and looked good from all angles.

The same was repeated for the hind legs as well, although the process required a lot more thinking and accuracy. The hindquarters were rotated to fit the shape and inset. The inset was then extruded out and down to make up the shape of the leg. The tricky bit was making the leg the right thickness, as the top part was too thin after the extrusion.
The dragon so far with symmetry and turbosmooth.
Without wireframe.
It doesn't exactly look like much at the moment, but the basic shape is there and I'm pretty sure this is the sort of stage that my horse model was transported to Mudbox at. The next step would be to add more detail in the head area as well as claws, spikes and finally wings. I'm still not entirely sure how much of the horns and spikes I want to add at this stage, but I'm sure it's easier to add them in 3ds Max than in Mudbox, as I remember from my last Mudbox project that it was hard to make anything spiky and curved, like claws for example. Simple straight lines are all right, but curved ones are trickier. Hopefully I'll be able to add them in 3ds Max instead and avoid the problem completely.

I'll hopefully work on it more on Monday and Tuesday, and I'll update the blog afterwards.