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, 21 April 2012
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.
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.
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!
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 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. |
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Final screen-cap of the dragon with turbosmooth. |
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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.
Still to be added: eyes, larger facial spikes and wings.
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. |
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.
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.
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 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. |
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 dragon so far with symmetry and turbosmooth. |
Without wireframe. |
I'll hopefully work on it more on Monday and Tuesday, and I'll update the blog afterwards.
Saturday, 18 February 2012
Delay in Project
The dissertation project has come to a stop for a couple of weeks while finishing off some of the other projects which are due in during this time. The portfolio project and design masterclass have priority for now and I feel that I can spare the time to pause the dissertation and concentrate wholly on these two projects instead.
Thursday, 9 February 2012
Final Dragon Concept
I realised that I hadn't posted the final dragon design that I created.
The initial sketch for my final design took quite a while to process. Due to the many options and looks I had come across during my research, it was hard to make up my mind which would look and work best. I also had to keep in mind my own abilities/limits and not go over-board with the details, and keep the geometry clean, tidy and simple.
I also had to make sure that the dragon I was creating would be anatomically functional as well, and not just decorative, as this will make the dragon more realistic when rendered and easier to model. Details such as eye position, legs/toes and wing structure was very important.
After making sure everything looked all right with the pencil sketch, I scanned the image and cleaned up the lines in Photoshop. At the same time, I made some adjustments to the sketch and measured the front/side views to match perfectly for when used as blueprints in 3ds Max later.
I also decided to colour the dragon in Photoshop to give me an idea of what kind of colour palette to use later on. For this I started off with the same sketches as earlier, based on the re-touched line-art.
After many long hours, I finished the colouring process, and although it is just an idea, it could well be the final design too.
The body would mainly be a dark-ish colour, either black, dark grey or brown. Specks of beige or light grey/yellow would cover the "softer" areas (head, throat, belly, tail and legs). Horns would be light grey with some darker areas, and the inside of the wing is a rusty orange/brown/red colour. The outside of the wing is the same colour as the dragon itself. Eyes would be amber or golden to match the markings. Scales would cover the whole body apart from the wing arm and membrane. The dragon would be twice the size of a full-grown man, and four times his length with its wings straight up. The wing is approximately the size of the dragon itself.
The initial sketch for my final design took quite a while to process. Due to the many options and looks I had come across during my research, it was hard to make up my mind which would look and work best. I also had to keep in mind my own abilities/limits and not go over-board with the details, and keep the geometry clean, tidy and simple.
I also had to make sure that the dragon I was creating would be anatomically functional as well, and not just decorative, as this will make the dragon more realistic when rendered and easier to model. Details such as eye position, legs/toes and wing structure was very important.
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The dragon is well balanced in size and bulk. |
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Front view of dragon based on the side sketch. |
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Sketches of front/hind legs. Each foot has 4 fingers/toes, apart from the wing which has 5. |
After making sure everything looked all right with the pencil sketch, I scanned the image and cleaned up the lines in Photoshop. At the same time, I made some adjustments to the sketch and measured the front/side views to match perfectly for when used as blueprints in 3ds Max later.
I also decided to colour the dragon in Photoshop to give me an idea of what kind of colour palette to use later on. For this I started off with the same sketches as earlier, based on the re-touched line-art.
After many long hours, I finished the colouring process, and although it is just an idea, it could well be the final design too.
The body would mainly be a dark-ish colour, either black, dark grey or brown. Specks of beige or light grey/yellow would cover the "softer" areas (head, throat, belly, tail and legs). Horns would be light grey with some darker areas, and the inside of the wing is a rusty orange/brown/red colour. The outside of the wing is the same colour as the dragon itself. Eyes would be amber or golden to match the markings. Scales would cover the whole body apart from the wing arm and membrane. The dragon would be twice the size of a full-grown man, and four times his length with its wings straight up. The wing is approximately the size of the dragon itself.
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Close up view of some of the details. |
Tuesday, 24 January 2012
Concepts
Many of the concepts were inspired by already existing drawings of dragons. Due to the huge amount of dragon types, hardly any dragon is the same as the previous one, and the number of different varieties is mind-boggling.
During my conceptual research stage, I came across several sub-categories of dragons. Of course, the main ones being the archetypes, Western and Eastern dragons, but my search for inspiration branched to include only the Western dragons, as they are the ones that are more natural, traditional and "logical". Within the category of Western dragons, I could easily make out a few varieties that seem to belong to the same sort of group. I call these traditional, modern and elemental dragons.
Traditional dragons:
The stereotypical dragon that the majority of people think of when they hear the word "dragon". A large, majestic creature with a stream-like figure, both agile and strong at the same time. Upon a long and slim neck rests a chiselled narrow head with an arrow-like and almost beak-like snout. The head is crowned by horns that are sometimes connected by a membrane to form a very fin-like appearance. These "fins" can sometimes continue along the spine down to the tip of the tail. The legs of these dragons are long and shaped like felines or canines, and overall, the appearance is very feline - elegant, curved and deadly.
Modern dragons:
I've taken the liberty of naming these dragons "modern" because they have only recently made their appearance in art and games and differ quite a lot from the stereotypical dragon. The body is more stout and compact, with short, sturdy legs and hard skin. The neck is also a lot shorter, and the body is fairly broad compared to the stream-like features of its traditional cousin. The head is characterised with a small, deep-set eyes and a strong, jaw with a clear under-bite. This type of dragon is more reptile-like in its appearance, and the head remind a lot of a dinosaur's.
Elemental dragons:
The final type of dragons is the elemental dragon. These dragons don't share any common features with each other, but are fully or partly covered by a certain element, such as fire, ice or stone. Ice dragons are the most common of the group, where the dragon itself is covered in white scales and icicle spikes, and the wings are often only decorative rather than practical. Since these types of dragons don't follow the principle anatomy research, I haven't bothered designing any.
HEAD STUDY
Apart from anatomical studies, the first concepts I made were of the dragon's head. These were partly based on existing ideas and partly made up. Gathering inspiration for my final design is just as important as references make up a huge part of the conceptual process. These helped me greatly in getting a grasp of the large variety of dragons available as well as giving me plenty of ideas what's available for my final design.
QUICK DIGITAL CONCEPTS
The following step was to quickly draw down some initial concepts of full-body dragons. I wanted to get a feel of what it felt like to do these fast concept ideas, so after watching a few videos of the process I tried it myself. Although not as fast as I should have been, I enjoyed the rough greyscale figure/pose-focused exercise.
FULL-BODY CONCEPTS
After doing my quick concept ideas, I decided to go back to paper and think more carefully about the design of the actual body for the dragon. These were shaded, unlike the heads, to give a better idea of the muscles and overall body definition. I tried to include several different builds, both the feline and reptile ones to get a feel of which felt more natural. Because I wanted to concentrate more on the actual body, I didn't add any details or decorative spikes that would get in the way.
The final design of my dragon (for now) will be based on a combination of these builds and heads, with sufficient enough detail to make it interesting but not over-done. Although it is at this point hard to tell for sure how accurate the initial design will be to the final design, and it may well change during the 3D process.
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