When starting to model the Skollcrabb, I already had an idea of how it works in a 3D space, thanks to the maquette. But now came the part where it actually had to exist in a 3D digital space.
After our session learning how to start modelling characters last week, I felt like making my Skollcrabb would be a lot easier than if I hadn't had that session. Each part was made up of different poly shapes; the skull, body & eyes were made from spheres that I had edited to resemble the shapes I wanted more, the bottom half of the legs were made of cones, the top half of the legs were made of cylinders, and the bottom jaw.
The most complex shape by far was the skull shell; where other parts of the Skollcrabb didn't require too much modification, the skull needed constant changes and modelling techniques to make it resemble what I wanted.
I also tried closing off as many gaps as I could with the skull, but it's going to prove difficult in later sessions, just due to how I made it. By the end of the session, the Skollcrabb was in pieces:
The only real next step is to just carry on modelling. I still need to add the arms and claws, and then bring it into texturing software to make him colourful and textured!
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