Toolkit 3D - In-Engine 3D Character Modelling Process This blog will include the timelapse, and timestamps referring to said timelapse with explanations. I normally take screenshots as I work, and annotate those, but I feel that I want to try a different method of documenting my process since screenshots can be disruptive. Firstly, as a refresher, my final design for my character is below. Normally, I would bring this into the 3D software so I could have the reference there, but I opted not to do this. I find references in ZBrush to be disruptive more than anything towards my workflow, and I prefer working with the reference in another monitor whilst sculpting, rather than it being in the software. Here is the timelapse, which I will reference when giving a timestamp and explaining my process. STEP 1: CREATING THE MESH The Body For this model, I wanted to push myself out of my comfort zone a lot more than last project. Last time, I heavily relied on Blender, only really using ZBru...
In-Engine 3D Character - The Proposal For this project, the aim was to create an original character with diverse design traits. For this part of the project, we started by conceptualizing the characters from thumbnails to orthographic drawings. Before starting with the initial ideation, I wanted to look at jobs and roles within different creative industries, looking at what makes them different as well comparing them. I also more specifically look at artists within the games industry and their specific approaches to how they deal with digital and traditional processes and workflows to further my understanding and efficiency of how to manage my own. Jobs in the Creative Industry In the creative industry, there are many different areas for jobs and roles, such as manufacturing, VFX, game artists, graphic designers and animation just to name a few. I will go through a few industries explaining what they do as well as comparing/contrasting them to the games industry. In terms of manuf...
Toolkit 3D - Character Sculpt Project Research and Thumbnails For the 3D side of toolkit, our project was to create a character from one of many briefs. With a specific style and inspiration I am already fond of, I chose brief number one: the Cybernetic Samurai. Looking at the brief I have chosen, it states that the character needs to be " A fusion of traditional samurai armour with futuristic robotic enhancements, glowing energy veins, and a mask that combines human features with mechanical parts." This is a lot of specific details to unpack, so I created a diagram of the different features that I could add to as I research. By treating these different sections as whiteboards, I can research them individually so that I have lots of ideas I could add into the thumbnails. As usual with 3D modelling, I started with researching specific styles to use as inspiration. Style Research To start with, I began by looking at games before individual artists. I first looked at Bomb Rus...
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