Update:
My team member for this project has left the Melbourne campus, and as such I currently have no work partner. I’m unsure as to how this will affect the workload at the moment, but hopefully it’s not a huge bump in the road. I’ll need to catch up with my facilitator tomorrow to discuss where to go from here.
Colour Redesign:
After discovering we were able to utilise 5 colours per Gashapon in addition to the base plastic colour, I updated the colour palette for my two colours, adding a few additional colours to each. I also added some basic textures in order to give the characters more appeal and interest to their designs. Only minor adjustments were made so as to keep the minimalistic qualities that had received positive feedback when I presented my concept work.
Modelling:
Firstly, I had to finish detailing the wings so that they would retain their shape when smoothed out. With the rough models of my two characters done, I then began working on blending the features into the main bodies of the Gashapons. It was relatively simple to add the arms after a few additional edge loops were added to the chest. This also made it easy to blend the wings into the back of the models
Blending in the neck was difficult to start, as I was struggling to figure out how best to merge the neck with each of the heads. The head of the Quetzalcoatl is more like a square, while Cthulhu’s head is more like an oval. After a fair amount of trial and error, I was able to attach both heads using the same technique. I created a patch that connects the polygons which almost resembles petals on a flower, with the neck being the stem.
From here, I had to attach the tentacles of Cthulhu to its face. As the previous technique worked well with attaching the head to the neck, I was able to successfully repeat the process on a slightly wider scale. This did require a few more edge loops to connect all the vertices on the tentacles, but it didn’t compromise the topology of the model.
Attaching the feathers to the head of the Quetzalcoatl was more challenging as I was trying my best to adhere to my original model sheet. It became apparent after a lot of struggle and difficulty, I stopped trying to make the feathers fit the model sheet. Instead, I bevelled the edges of the back of the head, attaching the feathers on the slight angles this produced. Personally, I think it looks just as good this way. Although I’m completely satisfied with the area where the feathers meet the head just yet, I feel this could be resolved with texturing and bump maps.
Texturing:
Unfortunately, when I finally came to the UV unwrap stage, my computer kept crashing when I tried to open the UV Texture Editor. I tried to resolve the issue using help forums and Youtube tutorials, but they didn’t resolve the issue. As I’m unable to head onto campus tonight, I’ll have to catch up quickly tomorrow. Thankfully my topology and texture design isn’t too complex, which should allow the process to be fairly straightforward.