Human Character Model
In order to start the creation of a 3D model a reference image is needed to help construct a model with respective proportions that are realistic, and therefore an image plane is created which provides the modeller to have a 2D image on the Maya workstation that they can work off of. Here you can see my image plane as a reference, created by going into the create tab and adding a photo from file that i had already collected.
Here is the faces of the torso being extruded to their position. By extruding the faces twice, it creates enough verts for their to be a perfect match up between the arm and the torso/shoulder.
As you can see here i have also resized the shoulder so that it has the realistic proportions like the image reference. This was done by using the move tool and moving the vertices on top of the shoulder to the correct area, also rounding off the top of the shoulder.
Here is the mirrored piece, sometimes you may have to adjust the geometry however as it does not always match up to the reference image.
Once i had mirrored my body i then started work on the hand, which is made from a square re-scaled and having 4 subdivisions in height and weight to allow me to extrude the fingers from the faces.
After extruding the fingers on the hand i then matched it up to my reference image as best as possible ready to connect it to the arm/body.
The final product that I ended up with was a clown that will be used in my game, i have elongated his fingers to simulate knives and also placed him in an orange jumpsuit to represent him being a prisoner that was once human, but has since been turned into a psychopathic clown who is on a murderous rampage. I am happy with how the initial model turned out, as it replicated the look i aimed for. I wanted to create a large lanky clown, that would tower over the normal player, in order to do this i raised his height in comparison to the initial reference image to make sure he was tall with the scale tool. The structure of his head represents a typical clown look, through the extrusion of his chin making it longer than that of a normal person. The art style is cel shaded like my game and was done through changing the colours on the specific faces of the model, such as the torso/arms, hands, head and feet to create the clear sections of his clothing. If i was to re do this character i would most likely spend more time on his head, as that is the most basic part of the model and does not have too much detail. Adding more detail would overall improve the model and make it look more realistic.