mudbox

Character Asset 1

The character is being created in Autodesk’s Mudbox software. The model being used as a base for the character is the default human body.

The plan when modelling the character was that because of the robe which would be covering most of their body, much of the base mesh wouldn’t need to be altered because the player would never be able to see it. This means that only the exposed parts, namely the head, neck, hands and feet would need to be sculpted.

The first part of the character to be sculpted was the head, turning the base head into the skull shape seen in the screenshots above. This stage didn’t take very long to complete and I soon moved on to the characters hands, which were considerably more difficult to sculpt in a way I was happy with after having looked at online images to find how the bones in a human hand are supposed to look. I am happy with the end result, though it took two sessions to complete the hands because I felt they would require a higher level of detail than most of the rest of the model, due to the robe which the character is meant to wear.

After completing the hands I had attempted to sculpt the feet into a skeletal appearance, however the bones in the feet turned out to be much more complicated to replicate than the hands, and given the hands took longer than intended I decided to go for a simpler idea of having the character simply wear boots instead, which took very little time to sculpt.

The next entry will be about transferring the model to Maya, to create a retopologised version of the model.