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The Knight |
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This is the model that started everything. It's the most complex and
detailed of all (except for the room, but that's a static thing). Not only the geometry
went through dozens of refinements, but also the materials, the textures and the animation
controls. |
It doesn't have a name. I never thought about it as a
character who needs a name. He has a mission and a prize to get. That's the important
thing in the story. But let's not digress and let's see some numbers. The model has more
than 260 objects and 96000 faces. Yes, I know you think I'm nuts and I could have done it
with much less faces, but I needed details for the close-ups and didn't have time to
create a low poly model for the distant shots.
The animatable parts, usually controlled by dummy objects, are 52, all keyframed except
for a couple in the feet that has some formulas to control the correct bending. |
There are 36 different materials, mostly different shades of metallic
surfaces and a few of them with specific golden textures for the most elaborate parts of
the armour. |
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Accessories, like sword, shield and halberd, were made to
look similar to the knight. specially the shield that has a golden relief like the knight
armour. Most of the curved surfaces are made with standard patches. Even the face, that
I modeled only partially (eyes, forehead and nose) is made up of quad and tri patches.
Other elements more "geometric", like the shoulders, are deformed basic objects. |
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