REFERENCE
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From Helmet Mask Reference (Bird top-left) |
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Backside Pipe Reference (machine in background) |
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General Helmet Shape Reference
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How I got my images...
This one was the easiest to find to images for, why? because I knew there was a helmet on the main character and it was very iconic for the character. This didnt make designing the helmet weasy though. I needed to make it my own. Simply copying the helmet over didn't make is my design, or oricinal in any way. So to go along with the milieu I continued to find images that went along with the mileiu of the concept. One of these things was the animals, so I began looking for images and parts of the animals that I could attach to the helmet.
CONCEPT
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Concept Sketch (Side View/Right) |
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Concept Sketch (Front View) |
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Concept Sketch (Top View) |
RENDER (First Pass High Poly)
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3DS MAX Render (Side View Right) |
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3DS MAX Render (Perspective) |
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3DS MAX Render (Front View) |
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3DS MAX Render (Top View) |
Finding a unique design while still conforming to the concept of Dr Suess' the Lorax was difficult. What I ended up with is a helmet that keeps the designs found in the movie with the added element of the game's milieu. The added gas mask in the shape of the bird's bill/beak gives the sense of the setting conditions that all the trees are gone and the air is smoggy, but the added exhaust pipe shows that the setting still requires the use of machines that create smog. The hardest part to model was the bird's bill/beak. At first I tried to approach it using lathe and editing the edge loops by scaling the y axis down to give the broad skinny shape rather than circular, but using lathe created too many polys to work with in a timely manner so I started over using the box modeling while using a image plane for reference. This also created a time consuming problem and left me with too little poly's to use and adding planes by slicing created problems with the moved and scaled vertices. So for the final and most successful attempt I created circle shapes and spread them out. Using cross section to connect them I then scaled and moved the circles around until they had the basic shape of the bill. I then used the surface modifier to create the polys. Very little editing was needed after this to get the bills shape. LAST THOUGH: The shape of the bill is too boxy, but with the three different methods I still stuck to the cross section and surface modifier.
RENDER (Second Pass)
Helmet converted to water tight single mesh object
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Front View (new duck mask using shapes and cross sections in 3DS MAX ) |
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Left Side View (Second Pass) |
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Right side View (Second Pass) |
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Top View (Second Pass) |
On the second pass the welding of vertices was an ugly endeavor. In the first pass it was unknown to me that the model needed to be a single mesh object when it was finalized for texturing. With the many primitives welding warped and flipped the polys, it created penetrating geometry, and got rid of many edge loops. I added the smooth modifier to smooth out the boxy polys on the bill mask.
RENDER (Third Pass/Texture Setup)
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