Stuart Hogton - Freelance Animator and Artist
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Dragon Ogre Tutorial - Basic Model - Page 3

23 - Further refine around head

Further refine around head

Start adding more detail into the head. The general method at this stage is to use ring and connect to create a new edge loop, then push the vertices until you get the dteail you want.

Here, I have added detail around the head and brow and further defined the lips. The nose is more refined now, note the lines flowing over the bridge of the nose. Some go to the cheeks and back over the brow. The lower ones flow around the mouth.

24 - Work out jaw line

Work out jaw line

Here, I have added lower teeth and done a test to check the moth position when closed.

For the test, all I did was create a basic shape in the side view that represents the jaw bone with the pivot behind the ear. Then make a copy of the lower jaw faces and parent to the jaw along with the lower teeth. This will give a rough mockup of the jaw which we can animate opening and closing to test the mouth action.

25 - Re-attach head

Re-attach head

When you are happy with the amount of detail in the head, re-attach it to the main body and re-mirror the other side.

Now take a look at the overall model and decide which areas need attention next.

26 - Refine back spines

Refine back spines

To keep the model here looking linke my reference, I have added some spines along the back.

These were created by splitting the vertices in that section of the back and inserting a triangle for each spine. I then extruded the triangle twice and collapsed the tip. I have also pulled the vertices further back to create mini ridges.

27 - Flesh out tail & rear

Flesh out tail

Working further into the tail, I have added some more lines to create more detail along the spine and to indent a line that runs the length of the tail.

28 - Add detail to feet

Add detail to feet

Now moving further up the body, add detail to the feet in a similar manner. As with the hands, place detail where knuckles would be.

Work on one foot and then duplicate it for the other to save time. You can then make further modifications from there.

29 - Follow detail up body

Follow detail up body

Keep on working up the body adding detail as you go. It is worth bearing in mind mesh density here. The head and hands usually have the greatest density, then the rest of the body should be fairly uniform.

30 - Detail fingers

Detail fingers<

The next complex area is the hands. These can be treated like human hands but with a few variations to make them more ogre-like.

First, add more detail top and bottom and push the new edges out to make the fingers more spherical.

31 - Continue finger refinement

Continue finger refinement

Now do the same for the sides of the fingers and thumb. Have a quick double-check that the dimensions are to your liking before moving on. It is easier to make broad global changes now before we add too many vertices.

32 - Separate mid finger & refine

Separate mid finger

Lets work on just one finger for now. Add some more lines around the mid knuckle and push out the edges there.

Select the face where the finger nail will be and extrude it out a tiny amount.

33 - Test finger & meshsmooth & refine

Test finger

As we are working on just one finger we can detach it to work in it in isolation. Now is also a good time to test out meshsmooth to see what the eventual result would look like. You can toggle the visibilty of the modifier as you work. Don't make any sub-object changes to meshsmooth at this stage as we are not going to use it just yet.

Keep on working the knuckles and finger nail until you get a nice fat ogre finger. Usr books, or your own as reference and then exaggerate it to ogre dimansions.

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