Good modelling for animation
When modelling something for animation, for example a
character, you should make sure that you know exactly what you’re modelling and
to use reference images to get the most accurate outcome. This ensures that the
model doesn’t look out of place, which helps to keep the form of the character
and it also allows the character design to be as how you envisioned it from
your reference images. Whilst modelling, you must also check how the topology
of the character is and to have edge loops where necessary so that the body can
deform correctly when you’re animating it (includes joints, facial features,
and other areas). By doing this, it will help you during rigging the character
so that you can stretch/ squish/ bend certain body parts without breaking the
faces and then you won’t have issues to fix before the animation stage. Poly count
is another important factor to be conscious about during modelling, which will
affect things like file size and render time so it’s best to keep it at a
reasonably lower level. These are some of the main influences that help to
develop good techniques for modelling and all animators should keep this in
their mind from the beginning of a project.
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