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Modelling/animating the scarf - Blizz (Dragon Character)

 

Next was the scarf which was difficult to create so that it looks like cloth. The first method I tried was to wrap it around the neck with the cloth modifier using live drag. However, it didnt give me the look I was going for, and had many problems with it such as geometry clipping through each other, and a non smooth looking surface. So, instead I imported a simple torus shape into mudbox and used its sculpting tools to create teh wrinkles and bumps that cloth would have myself. This worked very well, and I created the hanging parts of the scarf seperately, those just being flat planes. Finally, they were easy to animate, using the cloth modifier to make it blow in the wind. However, the scarf (Shown in the video) hasnt got enough polygons and when colliding with something, doesnt wrap around it naturally, so this will need to be changed later.

 

 

 

Modelling the clothes - Blizz (Dragon Character)

 

After completing the body, I added the clothes by copying the body, deleteing polygons around the area the clothes are placed, and then shaping it around the body. For example the jeans were done by selecting the legs, then inverting the selection to delete the rest, and then moving it to the original body and shaping it round it.

 

 

 

 

 

 

Modelling the Body - Blizz (Dragon Character)

Using a blueprint of an existing male body, I modelled the body by tracing the blueprints that I placed behind it. I also stretched the image when I got to the legs so that they were fatter, since the character is meant to be short, fatter, mor stubby legs suits the look more. The arms were kept normal, so that they would fit with the hands that I had created earlier.

 

 

 

 

 

 

 

 

 

Modelling the hands - Blizz (Dragon Character)

 

I moved on to modelling the hands, since they were the next most complicated thing to create in the model. I did these my creating simple boxes, and adding polygons to it while scaleing the different sections till the looked right. I then bridged them all together and extruded it all out for the palm of the hand.

 

I may add some claws to the hand instead of nails in the future, to give more of a dragon look, but since it was one of my first hands correctly modelled, I kept it simple for now.
 

 

Modelling the head - Blizz (Dragon Character)

 

I began with the head of the model, since it will be the most important part of the character in the animation. This is because most of the emotion and personality of the character is shown through the face. I used a reference image of an existing character found on deviant art as reference for the shape of the head and spines, and also for inspiration on detail that could be added to the character. The spines on the top of the head and the eyebrow spines are a result of taking ideas from these reference images.

 

After modeling the basic head shape, I created the eyes and shaped the socket

around the eyeball and then added teeth to the mouth.

 

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