hawks2c1_0180.jpg (14013 bytes)

The Knight

knightwire02_small.jpg (11857 bytes) 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. knighwire01_small.jpg (7639 bytes)
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.

HOME - INFO - IMAGES - ANIMATIONS - TECHNICAL - AUTHOR

1