Okay, sooo! I jumped in on this pretty late in the game because I wasn't sure if I was going to do this project at all. Thesis has been eating up all my time, but after a 1-on-1 critique at my school with a Blizzard art lead, I gradually changed my mind on this one. 1-9-2015Disclaimer: Please excuse the crude concept! I'm not much of a concept artist, didn't spend much time on it (due to time crunch), and intend on making a lot of stylistic changes in 3D. So my concept is a Mantis/Spider-inspired enemy character with a lot of Chinese embellishments tied in. I included a Chinese headdress and charm. I also included tiered plating on the front of the mantis which is more in line with male Chinese armor, making her a little less feminine and war-ready. The concept doesn't show it, but I want her wings to be open to show a pop of color that matches her other embellishments. I used real mantis reference for her protruding eye shape and her back hood. 1-10-2015This was day 1 of 2 modeling the Mantis queen. I began blocking in the basic shapes of my mantis, and sorted out some design questions that my 2D concept didn't successfully solve. By the end of the day, I had just about half the model created. The model will only be made in Maya (I wont be sculpting in Zbrush) since 1.) I admittedly have very little time to work on this, and 2.) It will remain low poly, anyways, since it's meant to be WoW themed. 1-11-2015This was day 2 of 2 modeling. I finished most of my modeling except for the head, the back leg cobwebs, and the wings. Additionally, I tweaked some small final adjustments. I tried very much to make this character's silhouette strong, and I wanted to make sure her body made some sense: her back legs are huge to counter-balance her huge front pincers, as long as her leaned-forward posture. 1-12-2015Today, I finished the final pieces of the model and finally got to UVing. I made pretty quick work of it thanks to Headus UV Layout and the fact that it's so low poly. It was pretty straightforward, though, I really need to work on optimizing my seams, as well as UV space. UVing is something I still need to work on.
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