Today we discussed what we are going to make for our creative and technical model. Since we are making an animation, we decided it made more sense to make the characters as our creative and technical models so that they would be done sooner and available for the animation part quicker. We split the tasks of the models that needed making so that Ebonny is making most of the environment assets, and I am making the base character model. After the base character model is made, we are going to make both of the character models from that, so Ebonny is going to make Zach, and I will make Lilith. Here is a visual representation that I made to try and work out how to make it…
The modelling pipeline consists of first doing the research, collecting reference images and/or concept art for the model, then working out design choices and concepts for the final sketches and annotating as necessary, then making the low poly model, then UV unwrapping so that the UVs are set, then making the high poly model, this point is a good time to work out naming conventions, then bake the model to get the normal map, then texturing, making sure to check that the model will work in the required destination, then exporting to the necessary engine.
My next steps for this model are to make the low poly base model so that I can then make the high poly one to distribute to Ebonny so that we can finish the characters as soon as possible.