Tuesday, 1 September 2015

Summer Project - Cyborgs

Boy, it sure has been a while! With first year of uni over and the second about to commence, we've been tasked with creating the concept art, model, and textures for a cyborg character.

I wanted to do something a little different with this project, and try and avoid the military-industrial aesthetic that many sci-fi games have currently. As I was browsing for inspiration, I came across this piece on DeviantArt by Andrea Susini:



This sparked something in my mind, so I went looking for humanoid monsters that would be ripe for turning into cyborgs. I also looked at military drones and industrial styled cyborgs for ways of keeping a recognisable silhouette, but still dehumanise the character.



I settled on one design, which I had christened "Spring Heeled Jack" after the Victorian era supernatural serial killer. I experimented with his design, picked out the best, produced a 3/4, front, and side view, and put them all on a design document along with some world and character building.



  









Next comes the modelling. I was apprehensive about moving onto Maya 2016 (having been using 2014 all of last year), but it turns out to be vastly easier to use than I imagined. Following the tutorial for what I needed, I set to work.








My poly count for the low poly model is 2872. I'm not sure if I'm doing this whole modelling thing wrong or if that's just my sleek design.

Once the low poly model was done, I moved on to do the more detailed high poly model.







The head was the trickiest part to do, as I needed to allow the camera to swivel inside the head. To do this, I created a bowl shape in the head and raised the lip to make it look convincing.


The poly count for the high poly model is 4266.

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