Tuesday, 8 December 2009

Gundam Head

This is my second tutorial, I choose to do this particular tutorial due to its difficulty level ( everyone likes a challenge) and it was based around character modelling.


To start i created a simple plane and positioned it in front of the head, i then converted it into an editable poly and deleted one half of the polygons. I then added the symmetry modifier to the remaining polygons and reflected it across the x axis. I then began to move vertices, using the left and front view ports to start to create a 3D mask. I then used line selection and shift+drag to create polygons to work with.


As I got the the outer sides of the helmet, more detail was needed, I used a combination of extrude and inset to create the outer parts of the helmet.



I then created a chamfer box for the main part of the helmet, i turned the chamfer box into an editable poly and deleted sections of polygons. I then attached the chamfer box to the mask i had previously made to create one object. To fill in the gaps between the box and the mask used the create geometry function and create polygons in the space between them.





I know began work on the details of the helmet, to do this selected polygons around the helmet and extruded them out, i also used the soft selection feature. Soft selection creates a smoother looking extrusion by auto selecting the polygons around the are you have chosen and extruding them out at different strengths depending on you soft selection settings. I then used inset and extrusion again to create the indents in the side of the helmet.



I then deleted half of the mask and reapplied the symmetry modifier.



I used the line selection and shift+drag to fill in gap at the top of the helmet, then converted this to an editable poly to created one complete object. I then selected the polygons at the front upper part of the helmet and puled them forward.



I selected the some polygons along the top part of the helmet and extrude them up, I shrunk the top polygons to slant the new section downwards, then beveled the edges. I then selected the front polygons of this sections, I inset the polygons then extruded them inwards.



I then created the ornament on the front of the helmet to do this i cut a pentagon shape in the front of the helmet, selected the newly cut polygons out and used the uniform scale tool to shrink the upper polygons. I then cut triangles into the 2 sides of the pentagon extrusion, i extruded these triangle polygons out and pulled the polygons backwards and up, then using the uniform scale tool shrunk the polygons to create points to make the spikes on the helmet.



I yet again deleted half the polygons, i than created a small cylinder to form the flash lights in the upper part of the helmet. I used the boolean option to create a space in the helmet to put the flashlight. The boolean option allows you to deleted a specific are from an objects, by placing an object in the area and removing that object from it. I then selected the outer lines of the deleted area and shift+dragged them back to create a tunnels then placed a newly created cylinder in the whole and attached it to the helmet object. I also created the chin section on thew lower part of the helmet with a simple extrusion.



I then re-applied the symmetry modifier and had a completed helmet, below are the wire frame and rendered versions.




I dealt with possible technical issues for my gundam in a similiar way to my first building, but I had be be alot more regular with my saves because this tutorial was alot more difficult. Instead of waiting to completely finish the head to make copies in different loction i did this when i reached a half way point in the tutorial, this was because alot more work had to put into even get halfway through this tutorial compared to the building.
I ended up going back to early saves many times during this tutorial so having back up files was incredibly difficult.
I used this process for the rest of my gundam modelling, this includes the legs, arms and torso.

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