Games Art: Model Sheet Pt1

Now I’ve chosen my final design for the body shape, colour and attire of my character, I can now make a reference/model sheet for him.


After my group project, i learnt the importance of having a reference in a T-pose. There are a lot of difficulties that can be avoided simply by using this default pose especially when it comes to rigging and animation. However, since I still wanted to have a natural-looking character, I relaxed the pose very slightly.


I started the Model sheet by box-modeling a rough in Maya in order to gain the proportions I was looking for – the main issue I had was with the length of the upper and lower legs and the proportion between the two. After some tinkering, I found a balance that was visually appealing while still realistically being able to stand and hold his own weight.


I added some edge looks and rotated/scaled the edges of my model to get the rough shape I wanted, however the low resolution mesh was far too box-like, while the smoothed mesh was far too flat. I used the 2 view [smoothed with wireframe] to get a good idea of what I needed as this mesh would only be used as a reference point.



Using screenshots of my model, I sketched out the details of my character. This also made the process of lining up the model slightly easier as I could roughly sketch out and line up the shapes before adding details.

Above you can see my finished reference sheet for Scape. I included the final character variation to elaborate on details such as the face. A second version was made with his attire shown, but in it;s own folder group so I could reduce the opacity for the ease of modeling.


Overall, I am quite happy with my model sheet, although I did not include details such as a bird-eye perspective or details such as the inside of the hands. Although some of these details are included in the 3/4 view from my character variations.


Games Art: Character Variations

In order to compare designs, I needed to make a document that compared different designs. I started by sketching out a base to build upon,


then changed small details about the goat’s design such as the horns and hand/hoof designs. Then I used my photo reference to make pattern/colour variations for the more realistic designs, and made some of my own more outlandish colourschemes.


Using my favorite features from all the various designs, I combined these attributes and chose the colourscheme I liked the most – being the 5th – and made this into a base in order to make clothing variations.

By combining the flannel pattern with the scarf and glasses., I felt that this design was a perfect balance between unique fur and a simple attire.  This would be my final design for my character.