3D Journal: Week 7/8

With the development of my character being finished a week early, I decided to create a second character more in line with my own expectations and fitting closer to the budget given to us at the start of the Art Test.

I decided to create a Kobold.

Specifically, I decided to create a character I had made for use in Dungeons and Dragons, a small Kobold Fighter with a short temper. Kobolds are short lizard humanoids with typically red skin in the Dungeons and Dragons universe, and I decided to create my own for this project. However, I set some personal goals for this character:

  1. Make full use of the triangle limit
  2. The character must be a single model, all attached and ready to animate.
Much like the first character, I started with references. I specifically searched for Kobolds, as the creature was a popular fantasy monster that had a lot of art to refer to.



After gathering these references, I began to draw a rough design for the kobold. I created some small poses to get an idea of the scale and a detailed version of the head shape I wanted. With these in mind, I went onto create a front and side view of the creature to refer to in Maya itself.

                                                                                             




With the character designed, I quickly went into maya to begin working on the character. I made use of the orthographic view in Maya to 'trace' my model in pieces like the body, head, arms and so on which I would piece together at a later date.


I eventually ended up with all pieces of the model in halves, which I would then combine and use the Target Weld to bring the pieces together into a single model. After this, I would duplicate the model, mirror it, and stitch that together. The result was a fully formed kobold character - this character was not complete, as I had to create the armor, UV Map the whole character, and then texture it correctly to have a finished design.




After this, I correctly edited the proportions of the model so it felt right in 3D and then split the model in half again. I would then go on to work on the Armor of the kobold, following the design as best I could and overlaying this onto the kobold I had created. After creating all the pieces of the armor, all I had to do was attach them and delete the insides to make the model hollow. This would leave me with a finished character model that I could then unwrap and texture.



However, after duplicating the model, I found i was over the triangle limit. I spent time editing and optimizing the model. I also created a separate version of the arm without the bracer attached, as I had made use of this asymmetry within the initial designs.

I then went through the long process of optimizing, UV Mapping and preparing the model to texture. I made use of all of my knowledge I had learned over the few weeks of using maya and ended up with this model.

                           




Unfortunately, this is as far as I had gotten. While this is textured, it is at a simple base-colour level and is not fully finished. This was due to time running out on creating the model and having to start the next project. I would like to one day go back to this model and texture it, but I feel that what I have done is sufficient for the Art Test.

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