Orbus: A Character Sketch

Orbus: Character Sketches

I have been attempting character modelling thanks to the 3D classes I have been taking. It’s tough translation the vision in my head onto paper with pencil and then into polygons in Cinema4D. The more detailed the character is, the more interesting and greater personality it has. But the added detail creates exponential complexities. When I first envisioned a War Of The Worlds inspired mechanoid, I expected the hard-body, rigid structural nature of the thing to be easier to model than a soft-bodied organic object like a humanoid like Leonarto. The real trick is getting all the tiny nuanced details modelled, textured and positioned to create a greater level of authenticity.

Orbus: Full Body

Don’t get me wrong, it’s extremely rewarding putting all the nuts, bolts, rivets and pipes that help make a machine look more believable. It’s really well worth the time and effort required. Imagine the time and patience required to build a model as complex as a Transformer, with hundreds of individual moving parts. One gets a real appreciation for the work the high end 3D pro’s create for feature films once you try it for yourself.

Orbus: Legs

Once the modelling and surfacing is complete, the hard part will be rigging all the components in an IK chain so I can pose a series of mechanoids on their home planet environment. To be honest, I’m not even sure where to begin with rigging something with as many parts as this, but I shall deal with that when I get there. for now I’m focussing on learning the modelling and assembling of the character.

Orbus: Landscape

Orbus: Studies

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