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Oni Drunkard Model WIP: Base Anatomy Block-out

  • dcoleman97
  • Jan 7, 2022
  • 1 min read

For this week, I did a rough first pass at the anatomy for the Oni Drunkard enemy concept I created last month, focusing on keeping it relatively low-mid poly for the midsection where there will be less articulation, and higher poly around the arms where there will be more detail and articulation.


And here he is! Right now the main hang-up I have is how to do the clothes, whether I should create a separate mesh or just extrude the currently existing faces to form it. I'm leaning more towards the latter to keep things simple, but depending on how things go that may change.

This here's a closeup on the edge flow and geometry of the face and neck area, showing off the bridging between some of the lower poly areas around the neck and clavicle to the head. The edge flow on the face is really screwy, but that actually won't matter much in the final product because it only is going to serve as a base to lay his mask over, which will be considerably more detailed.


And this lastly shows the bridging between the low poly back and side and the higher poly shoulder and arm, which has actually been shaped to reflect the musculature of the shoulder blade and joining muscle. The result is something that looks similar enough to real anatomy while keeping the face count lower than it'd otherwise have to be.


That's it for now. I wanted to get to the clothing this week but that will have to come next week.


 
 
 

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