Firstly Si needed a re-shaping since I had left him last time with a not-too flattering rotund middle, and looked slightly misshapen and his overall appearance in the body wasn't what I wanted
I took the decision to go into 'sub-object' level, select the 'edge' option, and began to go all around his middle and pulled the extraneous edges inwards - I just needed to slim him down for an improved appearance, especially since adding the arms later on would require the extrusion of only two elements anyway...
After I had adjusted as far as was needed, I returned to the base of his body, and began to extrude his tentacles outwards in two parts so that I could add the bones and HI Solvers in a way that would allowed said flaps to move up and down on a joint (giving the appearance of Si using them to support him and to pull along with)
My method was to pull out the first extrusion - this was to point upwards along the polygons plane - and using the 'rotate-object' tool, I pointed in downwards and an angle of about 200degrees
It from this end point that I then extruded outwards once again, at the angle shown in the image shown on the right
The point at which the tentacles make contact with the floor is showing a realistic, Si could move around his home with great ease
After I was happy adding the four tentacles on the front, and two on the back for stability, I then left the 'editable poly' level, and re-applied 'Mesh-Smooth' and 'UVW Mapping' this is the result
As shown, the tentacles are very much the shape I was hoping for and, even better, the UVW Map moulded exactly as I wanted too (let's hope during animation the textures stay put and not break up!)
I checked how he would look when rendered and I was very pleased with the result - now he just needed the all important 'arms' with which he could carry out his menial tasks...
^Before I began the arms however, I wanted to add some final touches to Si's body. Namely, depressions and little irregularities in his skin texture and overall form. All I needed to do was to go into 'editable-poly' level once again and select the vertices by one or two together and pull them inwards with the 'move' cursor. I tried to be symmetrical, and I kept returning to the highest modifier level to check how my adjustments were looking^
^How Si looked in the lowest modifier level - you can how the scaly texture reverts back to its base colour tines and no real tiling order without the 'UVW Map' applied. The depressions in the skin also look very basic in this view, as do the tentacles, but this is necessary in order for the user to deiced if all the modifications are correct before moving on with anything else!^
Keeping at the position of lowest level, I selected a polygon (which, incidentally, were all rectangular due to the extrusions made of the main body) and bevelled it outwards to the point you see here
Unfortunately, I first tried this as one extrusion, but was told that this meant that I'd made it difficult for animation as the bones would work on the principle of there being only one object and Si's arms wouldn't bend, only move up and down!
Thankfully, Max helpfully divided the polys into two for me as a result of me bevelling the fore-arms into delicate wrists; I planned to work from either two or three fingers anyway (as long as Si could hold something, its not like I planned for him to have flexible thumbs and double-joints!)
I then extrude the fingers outwards and, for pure simplicity, I kept the fingers as one object so that as I needed for them to do was to clamp down on the objects put into them - its not like we know how aliens would hold items that us humans have learnt to...
I actually angled the two parts inwards of each other so that it would seem as though they were made to grip items between the nubs on the end.
I was tricky getting the extruded parts to rotate, resize and move as you wanted; they didn't move like you would expect ad they have a pivotal point as cannot move from he pint as which they are extruded!
^The finished article from the front view. Note the arms which, after reapplying the 'Mesh-Smooth' and 'UVW Map' are just as realistic as a supposed aliens limbs could possibly be!^
^From Si's rear. The depressions and undulations in the skin, along with the extra protrusions and horns atop his head as very noticeable, without being too extreme as to detract from the overall effect and detail of the full form^
Now that Si looks happier being fully-formed, the lounge is now planned to be furnished so animation is planned by this time next week - wish me luck!!
It from this end point that I then extruded outwards once again, at the angle shown in the image shown on the right
The point at which the tentacles make contact with the floor is showing a realistic, Si could move around his home with great ease
After I was happy adding the four tentacles on the front, and two on the back for stability, I then left the 'editable poly' level, and re-applied 'Mesh-Smooth' and 'UVW Mapping' this is the result
As shown, the tentacles are very much the shape I was hoping for and, even better, the UVW Map moulded exactly as I wanted too (let's hope during animation the textures stay put and not break up!)
I checked how he would look when rendered and I was very pleased with the result - now he just needed the all important 'arms' with which he could carry out his menial tasks...
^Before I began the arms however, I wanted to add some final touches to Si's body. Namely, depressions and little irregularities in his skin texture and overall form. All I needed to do was to go into 'editable-poly' level once again and select the vertices by one or two together and pull them inwards with the 'move' cursor. I tried to be symmetrical, and I kept returning to the highest modifier level to check how my adjustments were looking^
^How Si looked in the lowest modifier level - you can how the scaly texture reverts back to its base colour tines and no real tiling order without the 'UVW Map' applied. The depressions in the skin also look very basic in this view, as do the tentacles, but this is necessary in order for the user to deiced if all the modifications are correct before moving on with anything else!^
Keeping at the position of lowest level, I selected a polygon (which, incidentally, were all rectangular due to the extrusions made of the main body) and bevelled it outwards to the point you see here
Unfortunately, I first tried this as one extrusion, but was told that this meant that I'd made it difficult for animation as the bones would work on the principle of there being only one object and Si's arms wouldn't bend, only move up and down!
Thankfully, Max helpfully divided the polys into two for me as a result of me bevelling the fore-arms into delicate wrists; I planned to work from either two or three fingers anyway (as long as Si could hold something, its not like I planned for him to have flexible thumbs and double-joints!)
I then extrude the fingers outwards and, for pure simplicity, I kept the fingers as one object so that as I needed for them to do was to clamp down on the objects put into them - its not like we know how aliens would hold items that us humans have learnt to...
I actually angled the two parts inwards of each other so that it would seem as though they were made to grip items between the nubs on the end.
I was tricky getting the extruded parts to rotate, resize and move as you wanted; they didn't move like you would expect ad they have a pivotal point as cannot move from he pint as which they are extruded!
^The finished article from the front view. Note the arms which, after reapplying the 'Mesh-Smooth' and 'UVW Map' are just as realistic as a supposed aliens limbs could possibly be!^
^From Si's rear. The depressions and undulations in the skin, along with the extra protrusions and horns atop his head as very noticeable, without being too extreme as to detract from the overall effect and detail of the full form^
Now that Si looks happier being fully-formed, the lounge is now planned to be furnished so animation is planned by this time next week - wish me luck!!
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