Skip to main content

Pipeline 1 : Body Modelling Part 1 - 6


Pipeline 1 : Body Modelling Part 1 - 6 

Part 1:


Blocking out the model initially is a simple process only made harder by the Pre Planning needed to create a smooth transition into modelling the rest of the body.


Part 2:


 

Seeing as how this design is very similar to alot of cartoon characters, made from simple shapes connected to each other. Modelling the arm was very simple through connecting a tube structure to the already made torso.

Part 3:



The legs where harder due to getting it close to the middle line. Going over this causes trouble when mirroring the model. However it was a fairly painless process and a simple task as it is its own piece of geometry

Part 4:




The boots where simple, even when taking into account creating good geometry for skinning. This was a simple and fairly fun process.

Part 5:




The way of making hands shown in part 5 is really useful and is a method I will be using in the future. These fingers have a defined style so the level of sculpting might vary depending on how I model characters in the future.

Part 6:





Finishing up and mirroring the model was a easy process, finishing up the body and then importing the head into the scene and creating the final model of the character was a good moment. Seeing the character finished I have a few part I would change if I did it again, but overall I am really happy with how the body and to a lesser extent the head came out.




Comments

Popular posts from this blog

Major Editing

  Major Editing The process of editing the clips together was simple, as the timing wasn't overly important for comedic or dramatic purposes. The editing was a chance to push the found footage aesthetic while organising them in some sort of order, overall the visual and audios where finalised and set up ready to be presented.

Major Creature 9 Reflection

  Major Creature 9 Reflection Reflection: Working on Creature 9 was the fastest and easiest creature to make. After many attempts of trial an improvement, I have ended with a pipeline for the creation that doesn't run into any problems. Even so this creature was the easiest as I didn't need to add extra details to me normal maps through Zbrush because of the distance and setting of seeing this creature.  After 4 successful creature rigs I am know confident in my ability to create characters and creatures for 3D. This is a subject I was unsure about for a long time and as such approached with apprehension and respect to the difficulty. I Think this was a good thing in the end as my research of detailed approach to the process made me gaining confidence a slow and steady process ending with confidence in my ability.

Tool Kit 2: Physical Sky

Tool Kit 2: Physical Sky In this tutorial I learnt about the physical sky in Arnold and how it can be used to easily mimic time of day when rendering exterior shots for animations. Using a variation of elevation, Turbidity, intensity and Azimuth you can create the different angles of sky light you would see in real life. Other settings that can be used to push a stylistic approach include sun tint, sky tint and sun size. These can be used to create strange effects that are stylised and aren't meant to look photo real. Day1. Mid Day. Morning/Evening. Foggy Day. Stylised Lighting.