I
started positioning the camera and creating
the wall and the floors to sketch the
composition how it will be in the end
to start adding details around it.
I
started building the human figure at mid-poly,
I modelled the full body then added the
hands feets and the head. The head doesn´t
have eyeballs, it would increase the polycount
too much when considering the model's
mutiplying to fill the gate umbral.
Then
after the bone configuration and character
setup I made about 12 different poses
from the same figure (the contest deadline
and my spare time didn´t allowed
me to model than 1 human figure for this
purpose). The character deformation is
not 100% accurate but for this case it
will serve considering the small size
of each character in the final scene.
The
Serpents head was made using box modelling
technique like the human body and the
body of the serpent was using spline and
loft as shown in fig5e. In this case used
helix for the path and circle for the
shape.
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Then the umbral was made using spline
corner and then extruded to get the shape
desired to work on. The umbral would not
be seen too much, so the preliminary test
with lightracer was made with a couple
of the human figures available to see
how it was going to be.
The image shows the umbral test now more
smoothed because I wanted to improve the
details at the same time that I was not
so sure about how much of the umbral would
be seen on the rendering as far as the
human figure should cover almost the whole
umbral.
Then
I tested the other side a little bit as
well as new details on the top made with
cut, extrude, welding, etc. Even in the
tests, I separated the human figures (high
polycount) in layers, because I could
easyly turn on and off and make the viewport
lighter while I navigade and adjust the
details, then I went back to camera, and
turn on again; it´s a pretty nice
way to deal with a lot of polygons.
This
image shows the umbral now with a very
high polycount optimized because (as I
will show during texturing process) is
not so easy to get correct bumpiness when
using lightracer. In this stage you can
see both the umbral and serpent body and
details with displacement.
Then was time to improve the details and
make more tests to see how the serpents
would integrate the umbral and human figures
and the added details on the top, and
the big and scary devil´s head.
the fig.5l shows the preliminary version
of the devil´s head, surely needed
more details.
Focusing
on the upper part, I turned off the side
parts and rendered the now improved head
with a lot of details on the umbral and
human figures positioned and with the
first attempt on making the door base
The
next picture shows some tests on the wall
(chamfer edge and extruding down a bit)
if some modelling was needed, a little
render with the wall and the door and
decided to do not use this on the final
version.
Then I started the door. The serpent head
is the same, with some modifications as
well as the door´s serpent made
with spline+loft the same process of the
serpent of the umbral. the circle detail
was made with a very thin torus, inside
another one, the little balls are half
hemisphere of geosphere and the triangle
as well as upper details are spline converted
to mesh with appropriated tickness.