Designing Process
I modelled the head of my wasp using my sketches and a
plane primitive converted to Editable Poly. I used edge selection in order to
clone this plane. This is a Box modelling technique which require using a predefined primitive in the software to shape the final model.
The other parts of the character I modelled using box medelling technique of creating polygon meshes. It is when you use predefined primitives by the 3D software in order to modify them and create the final model.
I applied TurboSmooth modifier to the head in order to do
its edges smoother.
I modelled only half of the
head. Then, I applied Symmetry modifier to it in order to create the other part.
I modelled the eyes using Sphere and Symmetry modifiers as well as Select and
Uniform Scale. I used Cylinder and Bend modifiers in order to create the wasp’s
antennae. I modelled the body using Sphere primitive converted to Editable
Poly. Soft Selection helped me to form the body the way I wanted to be.
I modelled sneakers using primitives such as Sphere and Tube
which I converted to Editable Poly. Using Soft Selection, I created the appropriate
shape of the shoe.
I improved the body of the wasp using Soft Selection. I modelled
the wings using Line Spline and Extrude modifier.
I improved the shape of the shoe using Soft Selection.
I created legs of the wasp using Tube primitive converted
in Editable Poly.
This is the way the wasp looked so far with the sneakers.
Here, I changed the shape of
the legs because the wasp looked like a grasshopper with the previous legs. I
also changed the shape and length of the antennae of the wasp. Therefore, it
looks more like a real wasp. I scaled one more time the shoe in order to fit well the
leg of the wasp. I applied different colours and textures using Material
Editor.