I am starting this blog to document my journey to convert the Frank Reilly drawing methods into parell methodes for 3D modeling. I will be focusing on how the planes of the face and body are guildlines for polygon edge placement and edge flow.

I am starting on a long study of the traditional application of the Reilly methodes. Before I try to convert it over to 3d, I must first perfect my knowledge on paper. Only once I understand it on paper will the knowledge transfer to polygons.

Saturday, February 12, 2011

The Barbarians Model Sheet















Here is the full model sheet for the Barbarian character I am working on. I had to stop working on him for a minute due to my SCAD Admissions portfolio, but now that I have cleared that out of the way I should have time to get him completed; textured, rigged, skinned and animated.  He will probably be the star of my next game so I am going all out on him.  Poly plane hair, so I can get the animations in the game, full normal maps and an arsenal of weapons and equipment.  I was also amazed at how the Reilly Method made creating the model sheet a breeze.  I am not a concept artist, but when trying to line up the features the simplified Reilly layouts for the front and the side made lining up the views a piece of cake.  From the concept all the way to the 3D model the Reilly Method of figure drawing is really fitting that missing piece of the puzzle... how to go from paper to poly.