Friday, 5 October 2012

Low Polygon Modelling And Textures

To begin this model I started researching into 3D character modelling for the current generation for games hardware. I’m looking at a Gnomon Workshop DVD Character Modelling for Next-Gen Games - Modelling and sculpting with Richard Smith.

Notes

Lecture 1

  • Program used in Tutorial is predominantly Zbrush (Richard believes that Zbrush is the powerful tool available at this current time).
  • The target for his low poly game model is 7000 tris which has he states is suitable for a current gen game.
  • Starting point is a rough character sketch which is very much "Still a work in progress. The image should tell where stuff is and how it fits together.
  • Gathering reference material, photo ref of the fabric materials that to character is wearing. However, Richard adds reference should be added to and changed by the artist in order to make it fit the sculpt.
  • The modelling begins with a basic block out mesh to use as a guide showing where things are when it comes to creating clothing.
  • Roughing out the machete allows for the anatomy to work to be done at the beginning. This is mostly for the proportion and the fine details aren't important as he will be sculpting over them.
  • The transpose tool is used to alter the pose of the rough machete in order to make it more dynamic
  • Richard prefers to sculpt His models in a relaxed pose with the arms away from the body but not in the T pose as it can look strange when you animator the arms down by the sides due to the shoulders being in such an extreme position.

No comments:

Post a Comment