Catalysts- further development and outcome

 I further developed elements of my design until I reached a final concept for the Modernist Queen. I then started to translate this into Maya to create a 3D sculpt of my character.

At first I created the dress and body before changing the material to transparent glass. I realised that I needed to add another layer underneath the dress so that the character's body fit with the proportions. I later decided that I wanted to darken the look completely and changed the colour of the glass from blue to grey. I also changed the textures of the steel beams to a metallic stainless steel texture which  fit the aesthetic better. I also began to work on the head, but made some slight errors regarding the amount of polygons in the mesh. As a result this created a less smooth texture than I originally wanted. If I were to recreate the head, I would use a lower poly mesh design to prevent error when smoothing the mesh.




I also had difficulty smoothing the hands and arms, but I feel as if this resonates well with the machine look of the queen- not entirely human but not entirely mechanical either.



I was very pleased with the final outcome. The mood was a lot darker than I originally expected and in some ways quite scary and intimidation. However, I like the authoritative nature that the queen has, especially in her stance with arms outstretched. There is a definite air of power and awe about her design that has emerged from the final model. In further context for the game, I decided that the queen would not be a playable character, but rather an NPC that could guide the player. I chose to do this as I realised that her physical design would not be suitable for much agile movement in a game.




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