Monday, 18 January 2016

Character Creation [Define]

My favourite thing. Modelling and Texturing. It just makes me happy. It makes me forget all the GPU issues.. Well, I can try to.

Stage 1: Geometry


I scrapped the last base model and started from scratch. Creating Isaac first, starting with a cylinder and extruding out from there. Isaac was the easiest. No assets, no extra wiggly bits. Just all skin. Really.

Stage 2: Texturing


Unwrapping for each character was easy enough, done over the general points on the body (thighs, armpits, neck) and seamless textures were added into the maps using 'Multiply' to get the desired effect through bump mapping, and the diffuse in one go. I only did half, and sly cheated my way with the symmetry modifier to get the map on both halves of the character.

Stage 3: Rigging


Rigging is the one thing I can't do for the life of me. The Bones were fine, tilted at the right angles to allow for proper movements during animation. Skinning got me by the balls. Even after spending a little under 6 hours on each character, I couldn't fathom myself to paint anymore weights and just used the standard table. If anything lets me down with my 3D work, it's rigging. But practice makes perfect. It just means the bones can't stretch as far as I might need them to..


That's everyone set up, I'll do some lighting tests then we're ready to go.


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