This is where things get tricky as I have no real reference as to how this arm is really attached to the torso. A knowledge of mechanical objects would be REALLY handy here, but that's not entirely my thing so I'm going to make it up. THe other thing is this arm is built in a world based on magic, so I get to have a bit of creative leeway here :)
Either way, I still need to think on it to make sure it's believable. Even in an unbelievable world you have to consider the physical attributes of that world otherwise it just won't sit right with your audience. Due to the complexity of the arm, I'm going to draw up some plans for it and use it as side reference (as I still have size reference from the original sketch)
OK, so to start off with we have to look into the parts that I want to have in appearance...and then compare it to what an arm is actually meant to do.
I also noted that the mana canisters need to actually connect to my character someway, otherwise they wouldn't work. Taking this in tow I draw up the very basic shapes of the shoulder area so I know what elements I need to make function.
The first image is what I have come up with.The cylinder coming from the main torso rotates and the 'ball' element has two hemispheres that rotate up and down. Hopefully this will suit my character. As it is a very important element for my character to function properly (especially for the high poly version), I'll make a quick model of it in 3d.
And here you go, as you can see the model works quite fine as a basis so I'll stick to it. Why did I go to so much effort on this one shoulder you may ask? Well, it's more 'cos I can' than anything else, but I really DO need to consider these things for this particular character as he will be the cornerstone of a lot of things I do in the future. Might as well do it properly here.
Now, back to the creation process.
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