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Pre-Vis Character Modelling

October 16, 2013

preVis_character01     preVis_character02     preVis_character03     preVis_character04     preVis_character05     preVis_character06     preVis_character07          preVis_character09     preVis_character10     preVis_character11          preVis_character13     preVis_character14     preVis_character15     preVis_character16

The pre visualization character model above was made using polygons using the box modeling technique/method where vertices, edges, and faces were pushed, pulled, and moved to achieve the character’s form. The character was created in separate pieces and then merged at the end to simplify the modeling process. This ensured that I had the freedom to add and remove edges and edge loops without worrying about the runs affecting the rest of the character model and having to adjust the vertices as a result. I had already experienced problems when making the character as one mesh from the start as I had added too many edge loops causing the character to be ‘boxy’. Due to the amount of detail in the model, it became difficult to adjust the model’s components to match my t-pose reference. That is why when I attempted the model a second time, I made sure I was cautious of adding too many edges and also keeping the model rounded to fix the ‘boxy’ The tool sets were quite effective in creating the model, however, as the model increased in detail some of these tools would not do what was required of it and thus had to be rectified by utilizing another tool. The interactive split tool was used to redirect some edges, although the tool would also often not create edges where told. At that point, the most reliable tool was the split polygon tool which was used from that point onwards and no issues were encountered. The extrude tool was also one of the major tools used and I did not encounter any issue that couldn’t be fixed using the global manipulator tool.

The pre-viz model turned out better than expected and I am fairly happy with its topology. The model did not stray too far from the t-pose which was used as a guide and there is room to add other character details such as eyes. Despite this, the model does have some issues. For example, the neck on the model is slightly abnormal and does not look round enough. If I were to construct this character a second time, there would be a couple of things that I would change. For one, I would try to keep the model as simple as possible to try and get the main form and not worry about details that weren’t necessary to identify the character. I would also create the model in halves and only model one arm and leg then duplicate and attach the mesh when everything was finalized. Additionally, I would constantly keep the model round by pushing outer edged vertices in and pulling inner vertices out. To save time and be quicker with modeling the character, I would make full use of all keyboard and mouse shortcuts associated with polygons such as those to swap in and out of specific component types using the right mouse button rather than using the f8 key.



From → Modelling

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