The first step in creating the character was to find the reference plane for the character. This was added to the scene so the modeling could begin. The head was the first part of the anatomy that was made. The shape that was used was an oil-tank. This was very effective at creating a head shape. To extend the neck, the extrude tool was used to make it conform to the lines of the reference plane.
Next, the body and the hands. The body was made from a box which was then extruded with its segments to make it into a trapezium shape. As there is no top view in the reference planes, it was necessary to keep rotating the shape to ensure it was still to scale. The hands were accomplished by creating a cylinder shape and once it was converted to a poly, the vertices were then taken up so it created the arc shape for the hands.
The belt was next to be added. This was simply created by inserting a box into the viewport, the same depth as the body and then with one of its segments extruding so that it came down to make the legs join together.
The legs were created by again another box which then had segments extruded, and this appears to have worked very well.
The arms by far were the most difficult part to create effectively so far from modeling this model. It was created by using a box and then bending some of the vertices to make it appear to be a joint. MeshSmooth was then applied to it and it made it look much more effective. This is shown when it was rendered.
Now the basic shape had been made for the character, it needs to be made to look more like James Bond, therefore a more formal attire was required. Each of the objects were converted to black. His white shirt was made by using cones to make it appear to be a buttoned suit.
The final details to the body were the tie and belt again made by using cones for the tie and a box with text for the belt.
This is really coming along - you have thought through the modelling of the character quite well - are all the pieces however separate? It would be more beneficial if they were modelled from one shape only, this reduces the amount of components in your scene and therefore your rendering time.
ReplyDelete