Its been quite a while since my last entry, largely due to focus on the FYP module, which at the time since the last entry I felt needed more attention.
So in order to help plan out the remainder of the work for this project, the team decided on a schedule that would be workable after the FYP module was handed in, which in accordance to this will now show the work produced since that module's hand in since early March.
To continue from the last post entry, work had begun on the NPC models. Since then, the models have gone through the unwrapping stage, but I still aim to provide details as to the pipeline followed in the making of these models.
With the basics haven been worked out in each asset area, the next step was to continue to refine the base mesh into the correct shape and proportions. Making continuous use of my references from the previous blog, I continued to add and manipulate the mesh's topology in order to acquire that stylised feel that we are going for in the game.
Work on the hands also began at this point, which were created via extruding out the arm, adding edge loops, then extruding again to create the fingers. Shaping of the back, torso and legs was also explored at this point. Additional extrusions were also created around the stomach and shoulder areas in order to build up a t-shirt, as the base mesh was focusing on the dad's concept at the time.
Other vital parts of the mesh, including the feet, were looked into. Following a handy tutorial from a youtube source (see bottom for links), I was able to create a basic foot using extrusions and edge loops, and through using turbosmooth was able to create a foot the fitted in with the games style, as shown below.
The toes were probably the hardest element to nail down, as through research of images of feet, the are different varieties of shape sets that toes can form depending on country, birth origin etc. I studied many of these, as well as making use of general foot photos, to get a better of the how it could look.
The feet were then added to the WIP base mesh, with further additions being done to the model itself. This included shaping out the arms and legs, and additional folds to the clothes, and working out the topology needed to attach the feet to the base mesh itself.
Whilst the base mesh was starting to shape up nicely, the next obvious step was to start the creation of the head. I knew this would be tricky as it would be the first time modelling a human shaped head. The process for this stage will be shown in the next update.
Additional note: As mentioned earlier, here are links showing the tutorials I followed in aid of helping me create these models, as well as a refresher of tutorials mentioned and used in earlier blog entries.
https://www.youtube.com/watch?v=OKUo4-zskGE - Foot modelling tutorial by Tauhidul Iqbul
https://www.youtube.com/watch?v=1IU4_-di1Pw - Creating a character base mesh by Lee Jackson





