Friday 27 February 2015

The Main Character - Boots

My next focus on the character was to start adding detail to the character's mesh.

I decided to start with the boots and began by modelling out more of the detail. Focusing on adding more geometry to the overall form. I used the extrude tool to flesh out the lining at the top of the boots.


When I was satisfied with the structure of the boots, I turned my focus onto creating some straps around the calfs. To make life easier on myself, I created one strap from a torus primitive, then edited its geometry until I was happy with its form. 



I exported the strap into roadkill, then did an unwrap, before sending it back to 3ds max.


Then I simply duplicated the belt straps and placed them where I wanted them to sit on the character's boots.

My next goal was to construct the hooks and boot laces. I went about this the same way with the belt straps, by constructing one model and unwrapping it, before duplicating it and moving it into place.


Once I had everything where I wanted, I mirrored and duplicated the models so they sat perfectly on both boots.

I then tweaked the calf's on the boot to bulge out slightly, between the belts to create the illusion of a malleable material being pressed by the tight belts.


I learnt a few new techniques to help better my workflow. I found iterating and duplicating models to be a handy way to speed up creation and also reducing the actual work load.


Although these posts are out of date, I will be trying to make a new effort to post more frequently, normally after every time I make a update to the project.