Monday, 20 April 2015

HA8 Task 5 Production

The Gunslinger Production

The Gunslinger Production Log the beginning

In the beginning of my production of my sidekick, I decided to start with the hat (as I thought that would be the easiest to model). I ran into a few issues with the hat for instance in the picture below, the geometry was off because there were not enough polygons in the hat to make it look like I wanted. In order to do this I had to “uniform split” the polygon. This is done by using the Band saw pro tool and adding more polygons to the individual one. After I had more polygons I made it into the rounded shape the hat needed.


The Head

After the hat was complete I then began sculpting the top of the hat and the head of the gunslinger. This was done by drawing a disk and beveling it inside of the hat to the correct shape that I wanted, I first made the hat which was beveled upward, and then I put a small gap in the top that makes it look like a Stetson. Afterwards, I moved onto the shape of the face which was easier, I made a polygon at the bottom of the original disk I had drawn. I did this by selecting each of the points in order around the disk and pressing control + P. I then beveled this the opposite way to create a the circular spherical shape. I ran into a small problem with this, I had to use the weld too to connect the original disk and the new polygon I made, although this was the only problem so creating the head for the gunslinger wasn't much of an issue.


The Neck
I also did the same for the neck, I selected the lowest polygon from the head and beveled that down then outward to get a relatively good neck like shape. This was very easy to do and I didn't struggle
at all with this because I had just used this technique.


The body and arms were constructed

The body was constructed by making a new rectangular polygon and beveling it twice to make the basic shape of a humanoid. Despite the block like figure, this would construct the main body of the gunslinger, It was used a template for me to add the different ideas too, It also allowed me to comfortably create the arms and legs. I created the arms through "Magic bevel" and this caused me some trouble from the start, I had to use the numeric settings and change both the precision and scale of the bevel from 10 to 20, and 90% to 95% so the arms would appear slightly bigger as opposed to the original bevel. There was also an issue with the accuracy of magic bevel, because of this I had to keep retrying to get the perfect shape for 1 of my arms. To make the other (instead of using magic bevel again) I simply flipped the arm in the X axis. 


The boots

The Boots were made through Two discs that I beveled in the shape of a large boot or shoe. I then added two boxes, one for the heel of the boot which was made by extruding it out from the bottom of the disk. The second box was placed on a diagonal alone on the Z and Y axis, I magic beveled this from the front of the shoe and made the solid front of the shoe. This caused some issues like the previous attempt at magic beveling, for instance the accuracy and placement of each polygon, at on point I tampered with stretched and scale to make it look correct. The tip of the shoes (in my opinion) don't look as much like shoes and I would like to correct this later on.

Fixed body proportions

I began too look at my work, I realized that the chest and top of the legs weren't looking anything more than block like. To correct this, I made it so the template has a larger upper chest by moving one of the edges out slightly from the polygons of the upper body, This caused slight problems when some of the polygons seemingly disappeared, I tried flipping them but this didn't work, I finally fixed this by deleting the "invisible" polygon, selecting all of the points and making a new polygon.


Hand and Rocket hand constructed

Today, I created the hand of the gunslinger, this was difficult as I had to bevel Lots of individual polygons then join them up. For instance, the fingers are beveled from disks, and when I made one I copied them 4 times then made each one smaller or bigger to mimic the size of real human fingers. I also made a rocket Launcher hand by beveling it in a similar way to the boots, I used a disk and copied a rocket launcher barrel.


2 hands instead of rocket hand, Added Bandoleer and planned a bullet for Bandoleer

I then went over my rocket launcher arm and decided it did not suit the type of model I was aiming for, so I removed it and added another hand by copying the whole hand and flipping it in the X axis, A made a bandoleer by Drawing a disk, Extruding it, then deleting both the disk polygons and leaving the extruded polygons. This created a disk that fit over the gunslinger, I had to stretch it into place which then fit from the shoulders to the waist, I also had to re position some polygons as well but it finally looked correct. Today I also made a shell although it isn't ready to be attached to the bandoleer yet, I will also need to create slots for the shells to go into.


Bandoleer with bullets finished

The bandoleer I made now has 2 straps to hold the shells in, and the shells for the guns are now slotted into those straps. I created them by creating a disk, then moving certain points perpendicular to the edge of the bandoleer so it was in line, I then ensured I could fit 2 on by copying the first I made onto the lower part of the bandoleer. The first one was then fixed into place, and I began constructing the slots for the shells to go into. I did this by first selecting the disk, drawing it and aligning it with where I wanted it to go, I then extruded it, then cut out the top and bottom polygons and half of the polygons at the back to make a curved type of polygon that appears as though something should be slotted in. There was a small issue with this, I moved my strap a short way up my bandoleer and had to remove all of the other straps, this is due to the straps not being joined to the bandoleer, I fixed this issue (unfortunately) by moving the bandoleer then moving all the straps at the same time, this is so none of them come out of place.



The Jacket

Today, I created a small type of jacket over the gunslinger's original t-shirt. This was mainly a reference to some of the pictures of my design pack, all of the gunslingers that I researched had a leather jacket so I thought I should add one too my design. It is block like just like everything else but I attempted to make the end look scruffy/choppy, this is because he is (after all) based in the wild west where there is a lot of violence and crime. I thought that by changing the angle of the polygons at the bottom of the jacket, it would make it appear as though the jacket has seen conflict or action in the wild west and this effect worked quite well. It is also the reason why the bandoleer looked choppy. Although from this image I saw a small error with one of the hands (the back of the polygon sticks through the arm at the bottom) so I will need to correct this next time. In order to make more polygons so I could edit the edge of the cape, I was required to use the knife tool again to split the polygon that was at the bottom of the jacket, This allowed me to change the angles of individual edges. Despite using the knife tool to add more geometry, I did not uniform this as I wanted it too be choppy and messy on purpose to add the aforementioned effect of "battle and conflict". I kept both of the sides to the jacket straight in line with the body, this was because I didn't want it too appear loose on him.


The Eyes & Grenade

The Eyes on my robot are there to make the robotic gunslinger more "robotic". My plan here was to have 2 different eyes, one with a telescopic concave lens. The other with 3 little pipes, I made both using the same original disk, and beveling them in specific ways, The concave lens was created through beveling the disk directly forward by pressed "Ctrl" then beveling It out of the head of the gunslinger. I then beveled it inward and because to slowly make an angle in the inverted head of the lens until I made it look how it does now. The other eye, I made 1 disk, a small type of disk inside of a hollow extruded one. I then copied it twice more and scaled it up a little and scaled it down a little bit too, this adds an appealing sense of complexity to the gunslinger's eye design. 

I also felt like the bandoleer was missing something today, this is because without something else, it just looks like a bullet holder (which i didn't want it too although strictly speaking that is the job of one) I added a small square like pouch as a holster for a grenade that the gunslinger can use too fend off multiple people or help me get into places. The grenade holder was made by the same technique as the bandoleer which was a series of beveling, cutting polygons and scaling and stretching it down to the appropriate size. 



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