3D Journal: Week 6
Unfortunately for this week, I missed the lecture which introduced us to the Art Test. However, after hearing from peers and reading the lecture slides, I understood what I had to do - Model, UV Map and Texture a character from scratch.
This felt like a daunting task at first - from creating small models and UVing small things, moving onto a full scale character felt like a difficult task. However, the task in question had both a strict tri limit (1500 triangles) and texture size limit (512x512). With these limits in place, the model was not going to be too complex - instead, it was about making use of the limits in the best way possible to create a good looking character.
The first thing we had to do was create concept art for the character we were going to model - since we had no designs of what we were going to make, it was better to draw our own character design and follow that. The first thing I did was gather references on the type of character I wanted to make, and compiled them into a single picture for reference in my drawing.

The below were my initial designs. I purposefully tried to create a design that would comfortably allow a low poly count and texture size.




I had come up with a character design rather quickly, and went onto going about making my character in Maya. Due to trying to keep a low poly, I actually found that I created the character rather quickly. In fact, my initial character was well under half of the triangle limit we were given.

I ended up trying to increase the quality of my model and developing a proper UV and Texture map for the character. During this, I experimented with trying to include parts of particle effects within the texture for the character - these particles would be attached to the character, and it would save space having them be inside the character texture rather than a separate texture. Throughout the development of this, I realised that the texture for the particle effects were simply not good enough for use with the character at a full scale.
After working on the character over the first week, I felt 'finished' with this character. Even though there was a week left to go. I did, however, feel that I underutilised and created a character design that was too simple. The model itself ended up only using a third of the tri limit. I also developed the character in a way that wouldn't work very well with animation - all of the parts of the model were disconnected, and it was simply lots of smaller models just put together. I felt like I could do better than this.


This felt like a daunting task at first - from creating small models and UVing small things, moving onto a full scale character felt like a difficult task. However, the task in question had both a strict tri limit (1500 triangles) and texture size limit (512x512). With these limits in place, the model was not going to be too complex - instead, it was about making use of the limits in the best way possible to create a good looking character.
The first thing we had to do was create concept art for the character we were going to model - since we had no designs of what we were going to make, it was better to draw our own character design and follow that. The first thing I did was gather references on the type of character I wanted to make, and compiled them into a single picture for reference in my drawing.

The below were my initial designs. I purposefully tried to create a design that would comfortably allow a low poly count and texture size.




I had come up with a character design rather quickly, and went onto going about making my character in Maya. Due to trying to keep a low poly, I actually found that I created the character rather quickly. In fact, my initial character was well under half of the triangle limit we were given.

I ended up trying to increase the quality of my model and developing a proper UV and Texture map for the character. During this, I experimented with trying to include parts of particle effects within the texture for the character - these particles would be attached to the character, and it would save space having them be inside the character texture rather than a separate texture. Throughout the development of this, I realised that the texture for the particle effects were simply not good enough for use with the character at a full scale.
After working on the character over the first week, I felt 'finished' with this character. Even though there was a week left to go. I did, however, feel that I underutilised and created a character design that was too simple. The model itself ended up only using a third of the tri limit. I also developed the character in a way that wouldn't work very well with animation - all of the parts of the model were disconnected, and it was simply lots of smaller models just put together. I felt like I could do better than this.


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