Sep 27, 2018

Dev Journal 01 (9/20/18) The Horror... The Horror!

But enough talk, have at you!

We've been doing preliminary research and establishing our characters and world for a while, but this project isn't going to do itself. We need to make headway into this thing, so let's get modeling. Who will be our first subject? Given we only have time for one character, let's get the titular guy, the Temp Work Mercenary himself, The Horror!
What a looker.

The Horror is an alien being with shapeshifting capabilities, trying his best to get by in the Martian Colony of Neornot as a Temp Worker. When Ulon Iskill, a clumsy mercenary with Phantom Mercenary Company crashes his ship through Horror's apartment, he finds both a new reason he desperately needs some good pay, and a risky opportunity to make that pay as a bounty hunter. He's not combat-trained, but plans to learn quickly in order to survive, using his flexible limbs innate body manipulation to give him an edge in battle.

Inspirations: Late 20th Century Pop Art, Vaporwave, Dhalsim (Street Fighter II), The Warden (Superjail)

For this first dev journal, we've got to start somewhere, and with a design handy, I've jumped straight into Maya to make a base, maybe placeholder model depending on if I have time later on to refine his design.

Every model begins with a single cube... I mean usually. Maybe you like spheres, you crazy.

Give it a bunch of extrusions, some fine-tuning, lots of merging vertices and mirroring and viola!

We have a base humanoid model. When you're at the helm, you can give your character as many fingers as you want! Either way, this is a decent start, but he needs some distinguishing features otherwise he's just a bald, big-chin guy. Let's add some accessories: Hair, shades, and a weapon to battle his bounties with!
Alrighty, this is a start. Chances are very high I'm going to go back and improve several parts of this, but for the time being it's serviceable. Next we'll work on UV mapping and texturing.

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