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Showing posts with the label modelling

Project - Modelling the Characters

Image
 This is my main character, who will be the one hiding, and I used the same method of modelling the body as I had done in my previous work in a different module. This time I decided to have the edge loops on the forearm to be twisted so that I could make things easier for the animation stage and so that the model looks realistic. The edge loops around the arm line up well around the arm and I modified the shape of the arm to have a more realistic form of a human arm, from the shoulders to the hand. This the side view of the bottom half of the character and I decided to have his trousers slightly fitted, but to then flare out the bottom of the trousers to cover the shoes a little. I did this to help with the appeal of the character and also to make things easier for myself to not need socks on my character. I believe that with this character I will be able to have some accurate movements with the ankle, knees and hips which will help me to do the poses I need to for my story...

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 re...