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BEM - vindo a indústria nativa e "boffin") Da era industrial, aqui está cheio de espírito de Luta, Ambos através Da rede espaço biológico nativo espírito "boffin" VEIO a mad labs.Casa, Nome Definitivo:
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BEM - vindo a indústria nativa e boffin) Da era industrial, aqui está cheio de espírito de Luta, Ambos através Da rede espaço biológico nativo espírito boffin VEIO a mad labs.Casa, Nome Definitivo:

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1 Tutorials Maya Making of Hellgate’s Hunter by Eklettica em Sex Jan 21, 2011 7:59 pm



Published on: 05-12-2008 | Views: 118674
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<td colSpan=2>Modeling

The Hunter model has been made for the Hellgate London cinematic , made by Blur Studio.Later on I decided to make an illustration for my own fun, using some additional models I did previously. Hellgate London is developed by Flagship Studio.
I tried to stay as close as possible to the given reference…nothing orthographic, just a ¾ sketch depicting the main proportions, some details here and there and the color scheme for texturing.Not having a hyper-detailed sketch is good to me, since there is some kind of room for personal touches , and pushes yourself to figure out visual and mechanic detailing solutions still keeping the overall feeling unaltered.

Concept by Hugo Martin @ Blur Studio.

I immediately recognized 3 kind of elements I had to deal with…a generic male body covered wit a dark grey undersuit, a dark blue light rubber armour and a metallic light blue heavy armour, so my modelling workflow was basically bounded to these priorities…the body first which sets the figure proportions, later on it would have been covered with armour plaques.
And so I did…due to the tight deadlines (and also because the body has not that very specific anatomic definition) I took a generic male model done previously and started changing his proportions with free form deformation box and soft selections. As you can see I left the facial features and most of muscle definition undefined, because those parts were supposed to be covered by the armour. Soft selection (see figure) is an extremely valuable tool for quickly tweaking of proportions, just be sure to flag also "edge distance" with an appropriate value into its rollout to have a very localized control of the falloff.

As you can notice in the stack figure , i also make a big use of the symmetry modifier during the modeling process...and turbosmooth with 2 levels of subdivision is constantly put at the top of the stack. Assigning a short cut to the "show end result on/off" button you can easily model at step zero and immediately see the overall smoothed result by pressing a button (i use the space bar in example)</TD></TR>
<td colSpan=2>Once i`m satisfied with the general proportions of the body under the armor it`s time to proceed covering it with the metal plaques...of course the dark blue ones first, since they`re the closest to the body, then the light blue ones.

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