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Progress update for the texturing of my Giant model. I have finished blocking in all parts of its body and began adding shadows and highlights on the wood to create interest and stop the entire model from looking flat, although I still need to do this for the mossy materials.
I haven't finished detailing the head yet as I still need to texture the horns which take up a large portion of the Giant's face - I'll go back to the face once this is done so I can better gauge what needs to be changed.
I had an issue a couple days ago that caused Mudbox to crash and corrupt the file I was using without any pop-up message or notification of any kind. Fortunately I had a backup that wasn't too far behind my main save file. If anyone knows what might have caused this, please let me know.
I've had a hard time figuring out the Mudbox > Photoshop > Mudbox pipeline but I've finally got it all worked out and am making quick progress with my Giant model using photo textures, both in Photoshop and as stamps in Mudbox.
These are only screenshots taken in Mudbox but I'll be applying the textures in Maya and running some test renders soon.
I started trying to model the Giant's head with just the front view with horns and found it very difficult to get everything looking as I wanted it, so I decided to come back and make orthographs both with and without horns to make the process easier.
I made some changes to the Giant's body as I wasn't entirely happy with it. After I added the altered head, the body didn't quite match up, and I didn't like how cluttered and mossy he felt overall. I also gave him some sharper edges over his body to give him a more aggressive feeling.
I'd appreciate any feedback
I wasn't too sure how my ident should look, but since a lot of my childhood imagination, including the creatures I've designed, was heavily influenced by Pagan mythology, I think it makes sense for it to be based on runes.
At the moment I'm considering if/what colours should be used, and whether I want to make it look more ornate or keep it simplistic.
I wanted to better figure out how the Giant's hands and feet will look, as well as hand prints and foot prints as a guide for modelling and any prints it leaves during the animation.
I wasn't very happy with the way the head looked and thought it was too smooth and friendly, so I made some alterations. The horns are now more like gnarly wood and look like they're growing from his head better, the chin was extended to make up for the size of the horns as his face was a little small, and I'm trying out a few eye looks.
1) Black triangular eye holes
2) Lit triangular eyes
3) Lit oval eyes
Let me know which one you think is best.
At the moment I'm leaning towards either 2 or 3.
I excluded the horns from the side view as they'd make it hard to see the side of the Giant's face while modelling, and the black diamond on his torso is to indicate where the arms start.
Let me know what you think!
1
2
3
4
At the moment I'm liking the look of 3, but I'd have to do a bit of work to push the large central tree further into the background because at the moment it attracts the eye too much. I'm also unsure whether there is enough of a difference in the fish-eye photos I took or whether they'll need to be retaken.
I've also included some extra photos (4) I took while I was in Shorne Woods that have either inspired me in some way or can be used as a texture.
I don't have any backplates photographed yet so I don't know how the environment will look until then, but I wanted to create some basic storyboards to give myself an idea of what I want to be happening in my animation. I'll be going to the woods and taking all of the necessary photos in the next few days but I also like the idea of taking more photos in the winter if possible, especially if it has snowed.
I had a couple of ideas in mind for my animation, but I felt that this one had the most impact. It doesn't include the humanoid, but if I go forward with this idea I'd still like to create it to be used in my showreel if I have the time.
I'm debating whether the Giant should have a weapon at all, or if it should instead smash the tree with its hand or maybe even bash his shoulder through it as he runs into the clearing. I also think the camera should be placed lower to the ground and angled up to make the viewer feel smaller as the Giant looms menacingly overhead.
These are my initial sketches to figure out the body shape of the Giant. A the moment, I'm liking 9, 14 and 15 as their proportions match the tall and thin trees that make up most of Shorne Woods. I also think 16 works well as a guideline for how tall I want them to be in comparison to the surrounding trees and humans.
As Phil preferred the less mossy look, I made some more variants with significantly less moss. Also, to create a more aggressive and less 'human' appearance, I designed 5 with the bark forming spikes, and 6 with more root-like feet.




































