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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