![]() |
| Using Sculptris, baby dragon was created by manipulating spheres. To begin with I created a 'bean shape' for the body, as planned initially in the sketchbook. |
![]() |
| With an attempt to add the tail by grabbing and pulling the bodies shape, I felt that it looked too undefined. by pressing Ctrl + Z the change was undone. |
![]() |
| starting with a new sphere shape, using grab I pulled the sphere into a tail shape. |
![]() |
| Using the 'pinch' tool, I clicked on the end of the shape to create the tip of the tail. |
![]() |
| the tail was clicks and dragged over using the grab tool with universal checked, universal moves the entire shape; rather than a part of the shape. Which would cause manipulation. |
![]() |
| The body so far. |
![]() |
| fingers were added by grabbing and pulling the palm shape in five individual spaces, I then pushed in between each finger; to create a Chris Sanders' styled hand. |
![]() |
| through adjusting the arms it was taken under consideration to add more shoulder to the arm to create more shape. |
![]() |
| adding the shoulder created more definition to the arm, this was grabbed and pulled up from the upper arm. |
![]() |
| Using the 'draw' tool, the ankle was added in. |
![]() |
| small toes on either side on the inner foot was also created, using the 'grab' tool and pulling. |
![]() |
| the legs were placed int he desired area using the 'grab' tool with the 'universal' option checked. |
![]() |
| the 'flatten' tool was applied to underneath the dragons hands and paws. |
![]() |
| 3/4 view of the model. |
![]() |
| The head model within Maya's software |
![]() |
| Once the decision was made for the heads placement, a new sphere was added and sculpted into a neck; created using the grab tool. |
![]() |
| placement of the sphere before sculpting neck. |
![]() |
| neck muscles were defined using the smooth and draw tool. |
![]() |
| The model was then placed into Zbrush; ready for decimating and importing into Maya. |
![]() |
| side view of Dragon model. Model was consisted of tri's and is noticeable with this material. |
![]() |
| experimentation with Zbrush's materials. |
![]() |
| The model was placed in Mudbox; here I attempted to add the colour and textures of the model. However due to low subdivision, Mudbox created high manipulation onto the model. |
![]() |
| Model has now been converted into Mayas interface; ready for rigging. |
![]() |
| Decreasing the size of Maya's pre-made human skeleton, I attempted to rig the model. |
![]() |
| though placement was specific to dragons anatomy, maya continued to show warning that the joints were not assigned in the correct place (as I was using a human skeleton) |
![]() |
| Orange signifies the rig would create and issue. Rather than using a premade human skeleton, I will be creating my own skeletons for quadruped animals within Maya. |
![]() |
| frontal limb is too stretched, no extra joint is placed on the back leg as it should be. |
![]() |
| incorrect placement and shape to the arm and leg, knee's and shoulders to far back and pushed up. |
![]() |
| upper arm and leg joints too elongated for Baby dragons short limbs, hip joint is also far too elongated. No tail or neck and head rig is included; as is no lower jaw rig. |


































No comments:
Post a Comment