Feb 24, 2010

Modeling! (Overview)

This post will cover a few basics about our modeling process.
Most of our modeling was done by Igor Kreinin, with a little help from me. None of the art had orthographies, so much of the art interpretation was left to Igor. In certain places I did detail sketches by demand to fill in things that weren't clear enough from the art.
Modeling was done in Maya and Max.

We decided to have the models in need of sculpting, for which I used Mudbox, divided into two: the models that required sculpting for animation (such as the ground in the forest set and the Preacher's [the monster] anatomy), and models that didn't (such as cloth wrinkles in Snap's [the main character] shirt and dents in his armor).
We wanted to start with the layout and animation as soon as we could.
I started working on sculpting the models Igor finished while he worked on the rest of the modeling. The sculpting that wasn't relevant for animation was left for the shading stage.
Everything intended for heavy sculpting was kept strictly low-poly, and as quadrified as possible so that I'd have a cleaner, more evenly detailed mesh to work on.
The Preacher, for example, had his head properly modeled, and was given his basic bulk in low-res only. I took that into Mudbox, worked on it, took it back to Max for retopologizing - since Mudbox doesn't have retopologizing tools yet, and then back to Mudbox for projection and Displacement map creation.



Here are some of the clean models:



From Modeling assets went on to Rigging, and then to Animation and Shading.

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