10/14/2016 & design major project · (blender) to model my character once i produce...
TRANSCRIPT
10/14/2016
Computer Graphics & Design – Major Project Character Design
Design Brief:
Seeing as I enjoyed the character design assignment earlier in the course, I’ve decided to
create another. This time I hope to create far more detailed sketches, as I wasn’t really
content with my sketches from the earlier assignment and wanted to do so much more but
couldn’t because of the time frame. I intend to utilise a 3D modelling/sculpting program
(Blender) to model my character once I produce satisfactory sketches and perhaps a
backstory, as I want to create a purely original character and not one featured in another
production, whether that be a movie, book or video game. During this project I would like to
extend my sketching skills, as aspects of my previous character sketches weren’t as strong
as I’d like them to be.
Sketches:
As mentioned above in my project brief, there
were aspects of my sketches that I wanted to
improve upon, namely hands and feet. Because
of this, I decided to accentuate those features
on my character so I would have much more
experience in sketching and modelling them by
the end of the project. This is why my very first
sketches were of different angles of hands,
arms and towards the end, gauntlets, as I
thought that that would be a good way for me
to emphasize the hands and arms.
I then went on to sketch different facial features
like mouths, and various hairstyles. Sadly,
although I did attempt to add them, they never
made it onto the final model because of time
restraints and lack of experience creating those
finer details in blender. I did however manage to
add some articles of clothing to my model after
creating the base mesh, but not to the extent
that I intended, as they lack proper textures and
only have materials attached to them.
Next, I attempted to sketch some poses
that I thought about modelling my
character in. The finished product ended up
being somewhat of a combination of the
two shown here, with my character
beginning to run and bringing his right arm
back as if he were about to throw a punch.
This main sketch was my attempt to fit the
gauntlets on a basic sketch of a human
body and I think it went rather well, save
for the lack of a head and left foot. The
lower two sketches are just more pose
testing that resulted in too much polygon
clipping when I attempted to pose the
mesh in blender. I still managed to model
the gauntlets on the blender mesh in the
final pose, however; they are on a
different layer and not linked with the
armature of the main mesh so I am unable
to pose the as easily as the main mesh.
Blender Modelling:
When I started using blender I contemplated just importing a human mesh and continuing
on from there, but I decided against it in an attempt to challenge myself and gain some
experience with blenders tools. I then began to follow various tutorials on the subject of
creating a completely new human mesh. These tutorials resulted in me creating this basic
mesh.
The hands in particular were quite
difficult compared to the rest of the mesh, as the
method that I used to create the individual fingers
left me with odd shapes to work with. Luckily,
blender has a function known as ‘subdivision
surface’ that allowed me to soften the edges of the
entire mesh, leaving me with something like this.
Armatures:
One I had the base mesh fully modelled, it was
time to add the armature so I could pose it in the
way I wanted. This presented me with some
problems in the form of mesh weights. Each
individual ‘bone’ needed to be weighted correctly
for the posing tool to move the mesh along with
the armature this is where I came across various
warping issues, particularly in the shins and feet of
the mesh.
Because of some earlier armature mishaps
the two shins of my mesh had become
linked, this mean’t that then one was
moved, the other would follow. The only
difference being that the foot on the one
being moved is moving with the rest of the
leg, wheras the other leg is moving without
the foot, leading to some servere
deformation.
Clothing:
The clothing was fairly simple to make, as all I had to do was duplicate the objects covering
the characters torso then scale them up ever so slightly and re-colour them. I then did this
for his legs and feet to make his jeans and boots. The clipping between the shirt and jeans
became somewhat troublesome when I posed the character, as the would often overlap. To
remedy this I had to bring out the bottom of the shirt more and bring in the top of the pants
creating some clipping between the pants and the main body, not visible in the renders.
Gauntlets:
The gauntlets were created post
posing so they didn’t warp or become
disfigured but it meant that they
would be somewhat difficult to
construct, given the angles of the
arms and hands. I still managed to do
it successfully due to the use of
blender’s ‘looptools’ add-on that
allowed me to re-shape the model to
near exactly what I needed to fit the
arms on my character after every extrusion.
Timeline:
Project Start
Character research
Blender research &
tutorials
Begin initial
sketching
Begin character
modelling
More blender research
& tutorials
Design brief
Resume character
modelling
Begin final
documentation
Final Renders:
Research Essay:
The 3D modelling industry may not be as widespread as other more traditional design
industries, but as technology has progressed, designers have progressed alongside it. The 3D
modelling and design industry has thrived over the past few years with the advancements in
video games and movies just to name a few.
Current video games have progressed leaps and bounds from their roots, with some of the
earliest games being simply text based, to many now being produced with fully 3D models
and environments. With the over saturation of the gaming market, it’s important to make
your game stand out, and one of the best way to do this is with outstanding graphics and a
unique art style, and that is where 3D modelling and character design plays a large role in
attracting a player base and allowing your game to withstand the test of time among the
thousands of others that you may be trying to compete with. Another aspect the consumers
look for when purchasing a video game is the story is it compelling and will it make them
want to play the game. The characters play a large role in developing the story and whether
or not the player will like the game, is the character likeable, are they relatable, do they fit
the role that they are given. This issue deals with more so the personality of the character
more than the actual design, but it is still very important to the overall longevity of the
game.
Movies and television also have a need for 3D modelling and animation, just look at Disney’s
3D animation division, Disney Digital 3-D. They have released approximately 40 original
feature films over the space of 11 years, some of which weren’t purely animated features
like Toy Story or Tangled, some of them required the use of actors for the main roles, such
as Pirates of the Caribbean or Alice Through the Looking Glass. It isn’t just movies that
require 3D modelling and effects, independent animations or advertising can also utilise 3D
character modelling to promote a certain product or make a transition to a larger scale
animation team.
Because of the rise in popularity of 3D modelling software, there has become a large market
for pre-made meshes, textures and other assets. This makes it extremely easy to find and
download pre-made models for use in your projects. This also allows 3D modelling artists to
earn a profit while allowing others to create amazing artworks and possibly share their work
with others. Less on the creative side of things, 3D character modelling can also assist in
police investigations through forensic facial reconstruction. This is primarily used to identify
victims and is achieved through analysing the remains or description, then manipulating
scanned photographs of the cranial remains in 3D modelling software to then produce an
approximation of what the victim looked like.
The sheer amount of things that we can choose to create ultimately depends upon the
opportunities presented to us by the technology available. This will create a need for
computer aided design in many other industries. With people striving to create the very best
that their creative medium can offer, whether that be video games, movies or just
independent animations, there will be a need for characters and subjects for them to use.
Research Essay Mind Map:
Character Design
Video Games:
Does the characters
design suit the role
they’re given?
Does their personality
make people want to play
through them or will it
suit a more antagonistic
role?
Movies:
Does the animation style
of the character fit in with
the rest of the movie?
If they are in alive action
film, do they break the
flow or immersion by
being noticeably CGI.
If they are in a fully
animated feature, are
they properly animated?
3D Artists:
Is the community large
enough for this to
become a stable job?
If so, is the need for
characters and parts of
them (clothing, hairstyles,
extras, etc.) so great that
just specialising in them
will make for a stable
source of income?