22/11/23 - Monster Design
In today's lesson, I was making more Blender models, and began working on my design for our game's monster.
To start off the lesson, I decided that I wanted to upgrade the barbed wire that I had previously created. I was following along with a YouTube tutorial on how to do this using geo nodes, which I hadn't previously used, however, very soon into the video, I realised that although I had followed the directions exactly, my work didn't look like the one from the original creator. I think this may be because of the fact that the video was quite old and the software has changed quite a lot since the video was released, so this could cause these differences. I decided that for now I would leave the barbed wire, as I really needed to start working on our monster, so that others could add it into the game mechanics. So if I get time after finishing the monster, I will return to this barbed wire work, but if I don't, I will just have to use the previous version that I created.I then moved onto a new document, to begin creating our monster's design.
In the reference images that we were looking at, and from the illustration sketches that Mo had drawn for us, we had decided to base our monster's design off of a low-poly skeleton.
I started off by creating the main body of the monster, focusing on a ribcage and spine look. I did this by first adding in a cylinder mesh, which I scaled to be longer and thinner, and added a Subdivision Surface modifier to, so that it was smoother. I then added two loop cuts into this cylinder and tried to place them evenly, so that I could morph the cylinder to curve around a little bit.I then duplicated this cylinder three times on the X-Axis, increasing the size of each one as they went down, but also changing their end points so that they all lined up. I then duplicated the top three cylinders, and placed them underneath the fourth one, flipping them upside down so that they reflected the top ones. The bottom two, I then slightly moved the end points on to point more downwards, like real ribcages do. I then duplicated everything, and flipped it on the Y-Axis, so that I could put them together, to look like a full circular ribcage.
I then added in a new cylinder, and added the same modifier to it, flattening it out and adding loop cuts into it, to make it slightly resemble a breastbone, which I then moved to sit within the front ribs. After this, I once again added in a new cylinder, following the same steps as with the ribs, however, I made it curvier, and rotated it 90 degrees to be standing up, so that it could replicate a spine shape. I then added in multiple loop cuts in equal intervals, to be able to create a bumpy look, although I felt that it looked more like a gummy worm than a spine.
I tried different things to draw in eyes, as I wanted to have them be just indents into the head. I tried adding in new speres, and removing the face behind, and also tried using the knife, extrude and bevel tools, to create indents, but neither of these looked very good or worked how I wanted them to at all.




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