Game Artifact 2: Modelling

So now it’s time to move into Maya. This is always a little bit of a challenge for me as I’m more comfortable with Blender, but I try to do the best that I can.

We imported our reference sheets in as an ‘image plane’ which allowed me to blockout the character accurately. I started with the standard polys like spheres and cubes, and pulled the vertices around to create the shapes I wanted. One setback was trying to adhere to the polycount, as 2000 faces wasn’t a lot for someone who has a lot of round edges in their design.

After some thought and struggling with Zbrush, a remodel was necessary.

Adding materials and lighting is always the best part.

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