3D Character Modelling

In today’s session I finished the modelling of my 3D character. Before i begin to animate my model i will need to texture it and import it, with the textures to Unity. This is what the finished model looks like:

Character snip 2

This is an improvement from what i had before, the things i have changed is the hands and feet. I added more detail and made them look more like the actually limbs themselves.

Creating a character

Character snip

In today’s session i used rigging with my character by using a locator so that i would be able to use certain animations without them affecting my mesh. A locator is used to bind the characters feet to the ground, however if you move the feet then the body will not follow and if you move the body the feet will not follow either. This could be used so that you could animate your character doing a bobbling idle movement or you could make your character do a kick movement.

Character concept art

Character mood board.PNG

This is my mood board for the ideas i have about my own character design. We have to keep the idea of that the characters cant have legs or arms, so that the animating part of the character will be a lot easier due to the face that arms and legs are hard to animate. For my character design i am going to do a robot/gelatinous character, therefore my character will be unique and also easier to animate compared to a character with arms and legs.

Dagger Research/Review

Similar dagger.PNG

This dagger is a similar design to the one I am currently designing. The reason I am impressed by this design is because i really like the textures and detail on the hilt/handle of the dagger, the details are very in depth and noticeable. It makes the dagger look very realistic and you can tell the creator has spent a lot of time on the weapon itself. Also I really like the texturing on the blade of the weapon because it looks as though it is a antique weapon from sometime in history when people used daggers frequently. The way that the creator has made it look like there are things wrapped around the hilt and handle makes the weapon look that little bit better and also adds an extra layer of realism to the weapon.

Texel Density

Texels are similar to pixels from a picture except they are parts of a texture. They are sometimes interpreted as “puzzle pieces”. They are not the same thing as pixels because a texel is a container for the pixels. However, texel density (TD) is the amount of resolution on a mesh. Even if you have a high resolution monitor, the resolution of your mesh can be still made blurry if the TD is low. You want to keep all of the texels in uniform size so that the resolution on the mesh is the same resolution across the whole mesh.

The TD can be effected by some things such as:

  • Mesh size
  • UV shell size
  • Texture resolution (texture map size)

Composition

Rule of thirds:

The arrangement of elements on screen to create emphasis on a certain object and aligning them with the intersecting lines.

Image result for rule of thirds in film

This image has guidelines which lead the eye to the main focal point of the image, it also has weight with the different sizes of the object. The lamp being the large object and the statue being the more smaller object.

Image result for composition

 

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