Imagined Worlds Project: Zach model – Part one

After finishing making the Lilith model, I was planning on getting Lilith rigged so that the model could be saved as another file, changed into Zach to save time, however, due to this week being tricky and not having a good opportunity to rig, I decided to make Zach before getting the rigging sorted so that I would at least have another thing checked off the asset list.

The first thing that I did was changing what used to be boots into leg armour. This was quite tricky, because I wanted to keep the character constructed with the same edges for knee and groin joints as Lilith’s model so that the rig could be duplicated and transferred. I first got rid of the miscellaneous straps that Lilith wears around her boots by deleting the faces, then using the append to polygon tool to fix the holes in the model. Once the straps were gone, I then¬†shaped the vertices around at the top of the boots into the shape of Zach’s armour. I then made sure the armour was only on one side (for the sake of character accuracy) by deleting faces and then using the append to polygon tool to once again fill in the gaps. The last things that I did was to extrude small faces out of the bottom of the armour to make the small detailed parts of his armour that curve around his boots!

 

The next things to make was Zach’s half plate! The first step was shaping his shirt to look more Zach and less Lilith. Lilith has a corset over her shirt, so I deleted the edges that make it stick out, and used the target weld tool to merge the vertices that were once sticking out.¬†Then, because Zach’s shirt is a little open at the bottom, I extruded parts out of the bottom to make it look more Zach. Once I was happy with the shirt, I then got to work on the half plate! I made this by making a pipe polygon, deleting half of the faces, appending missing polygons, then using the scale tool to fit the shape to Zach’s torso. I then just moved vertices to make it into the shape of the breastplate part of his half plate. Next, I make a cube polygon, then extruded some parts to make sure that there would be enough vertices to shape it symmetrically. Then, I just moved vertices around to try and get the signature triangular shape of Zach’s armour. After making this one, I just duplicated it until there was a total of 3 of those parts, then scaled each one down and layered them on top of each other until it looked right!

 

This part, I was dreading. Zach has serious protagonist hair, and I wasn’t particularly sure where to start modelling it! I kept Lilith’s hair, then deleted some of the edges of the quiff, then moved down the remaining vertices so that the top of his hair looks normal again. I then decided to go crazy with extruding faces then using edgeloops to better shape them into the messy strands of hair. Currently, I have strongly mixed feelings about Zach’s hair, because the front looks almost identical to how Zach’s hair does in our concept art for him, however Ebonny never decided how the back of his head looks, so I took a stab in the dark and decided to go on a wild extrusion adventure, and accidentally turned him into Sonic the Hedge-Zach. Even though I absolutely adore the idea of leaving his hair like Sonic’s, Zach is Ebonny’s character and needs to be respected, so tomorrow I will change this and make it less crazy at the back.

Zach hair front

Overall, I am so happy with the progress that has been made on Zach so far. This was all done over the past 2 days, and to have made one character this fast is blowing my mind. Obviously parts still need making better, the back of the hair desperately needs to be changed, and if we are to be pedantic, some edges could be bevelled or smoothed, but overall I am happy with how he looks, and honestly would be happy to get him rigged and animate him right away (providing I get a change to fix the hair first…).

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Creative and Technical Model: UV unwrapping

The Lilith character model has been complete for a week now, so I dedicated this week to UV unwrapping this model logically and making maps for each part of the model. I would have made a post every day this week, but this would have been repetitive and wouldn’t look like I was showing progress.

I spent Monday, Tuesday, and Wednesday UV unwrapping the hair, and then Thursday and Friday UV unwrapping the rest of the character model. The hair just took absolutely forever because I was kinda rusty at UV unwrapping, but it finally got done! Here are the UV maps! I made the face so that the textures could be made quickly and Ebonny would have something to do, and then I unwrapped the corset, then the rest of the shirt, then the arms, and finally the legs. It took me a day or so to scale things, but it finally got done!

I’m happy with these UV maps and how they look. I really took my time to make this, so overall I am happy with how it looks. The layout is functional as it is, but I also took the time to make sure the UV shells were well spaced so that there was absolutely no chance of anything overlapping!

My next steps for the creative and technical side of this model are to make the high poly one (which I plan to literally just add some bevel or edgeloops to make her smoother, and maybe use mudbox to add some creases into her hair) and then bake that onto this low poly one in substance painter. However, the next steps for the Imagined Worlds side of this model are to get her rigged so that hopefully next week we will be able to start animating!

Week 9: Group assessment

This afternoon, Rachel said that we should consider posting purely about our team work, and how we feel that it is going.

Overall, I have nothing but positive things to say about my team. With being a team of 2, communication is easy because all that I need to do is catch Ebonny up on things that are happening, which I try to do every time I change something.

Ebonny is a good team mate and always pulls her wait, if anything I think I’m the one who has let her down for taking ages to make the models. I have the time management skills of a potato, and this kind of shows through how long it took to make even one of the models, but I’m confident we can turn it around because at this point there isn’t too much else that we need to do 3D model wise. Our group does communicate well, and Ebonny has never let me down.

Ebonny is currently relying on me to finish the models and get the UVs ready so that she can texture. I think that we work well as team because we support eachother as much as possible, and even though we are both super stressed out about this project, I genuinely feel like this is where we turn it around and really start to make progress and show that burn down chart who is boss!

Imagined Worlds Project: Sound design

In today’s lesson, we covered the sound design and planning for our imagined worlds project. Tony first talked about the difference between diegetic and non-diegetic sounds in media.

Diegetic sounds: The easiest way to describe this is sounds that would be present at the time of recording something, for example voices or footsteps.

Non-Diegetic sounds: Any sounds added into something that wouldn’t be present at the time of recording, for example background music.

He said that we need to be able to tick both boxes, and that it is very important that we chose our non-diegetic music well, because musical scores can greatly change the mood of a shot.

Tony then set us off on the task of designing an environment based on a specific song, so that we would learn how to make an environment based on the mood and feel of a song. He chose Carouselambra by Led Zeppelin.

This song reminded me of American diners and the kind of upbeat mood that you usually find within them. I have an idea of how I want to express this, so I’m going to sketch out a rough version of what I am thinking soon.

Creative and Technical Model: Taking feedback on board- Part two

Today I started shaping the hands to make them look less square.

This was mostly done by moving some vertices, and using the multi-cut tool to retopologise as well as I could. I reshaped the arms a little just so that they looked less like flat oval arm shapes and more shaped like normal arms, cinching in at the elbows a little. I reshaped the thumb by moving vertices, then used the multi-cut tool to retopologise the hand after noticing that there was a stray vertex that needed to be where it was for the shape.

Lil arm 1Lil hand 2

Overall, I think they still need more work, because there is one tri on each side that I cannot get rid of, however the progress that I have made today is good and I’m mostly happy with it. My next steps are to first, find any way possible to remove those tris, and secondly, to add more edgeloops in and retopologise slightly so that the joints animate easier. This is all that I need to do for the Imagined Worlds part of this model for now, however for the creative and technical side of this, I’m also considering using Mudbox to make the high poly version so that I can get some nice hair detail and clothing folds.

Creative and Technical Model: Taking feedback on board- Part one

After receiving feedback from Matt about how to improve my C.A.T model, I first started making progress on the nose.

I mostly moved vertices around to make it look shaped better. I also used an edgeloop to try and get a better shape to it, and I think it now looks much better! The tris are gone, and it looks better shaped now, and less triangular. The shape it is now just looks more like a human nose, the shadows bounce closer to the way they do on a human nose.

Lil new nose 1Lil new nose side 1

This was all of the progress that I was able to make today, but even though it is only a small amount of progress, I’m happy with it! I might end up shifting the vertices around more later on, but for now I am happy with this! My next steps based on Matt’s feedback are to make the hands look better, because they are currently a bit square, so that is my next task.

Creative and Technical Model: Making the clothes – Part three

Today I was determined to finish making the low poly Lilith model, because frankly it has taken me far too long to get this far into making the model in the first place.

I decided to jump right in and try and make the hair first, which took quite a long time because I first tried to make a shape that fit around the character’s head, so that I could extrude what I needed and then link the hair model to the character model in the hierarchy.

Lil bowl cut lmao.PNG

I then extruded the strands of hair and shaped it the way that I wanted it, so that it would look more like how Lilith’s hair is supposed to look, and not like some strange looking bowl cut. Honestly, there was probably a neater way to do it, but I extruded faces outwards, then scaled the faces down and moved the vertices around to make them look spikey. This moment made me immediately regret my design choices and love of spikey hair, because it took me literally 10 hours to make this hair, but I finally did it. I then just extruded the quiff upwards, and moved the vertices around to make it look softer and rounder, and not like a huge rectangle sticking out of her head.

 

The hair looked weird with completely smoothed edges, the shadows just looked strange, so I had to make a few of the edges hard to try and keep the shape a bit better. To be honest, this may be the most difficult challenge I have faced in my Nextgen career of creating 3D models, and I’m genuinely so pleased with the outcome. I still feel like some areas could just look smoother, but the high poly model will probably be an opportunity to fix that, because for now it is looking good as it is (in my extremely biased opinion)!

I then made the pauldron! This was considerably easier than the hair, I just got a cylinder polygon, then shifted the middle vertices so that there was a dip, then added edgeloops and moved edges around into the right shape. I hardened the bottom edges so that the distinctive shape would be there, and then softened the edges of the edgeloops on the rounded part so that it doesn’t look clanky. It isn’t my best work of today, but I think it is passable considering that it is a small part of the model that people won’t really be looking at. I’m probably just going to texture those straps on, because it doesn’t seem worth extruding so much for a small outfit detail.

Lil pauldron

Finally, I made the bow that is attached to Lilith’s shirt! I applied some of my real life dress making skill to making this ribbon, which is something I’m proud of! I first used a pipe polygon, then I carefully selected edges and vertices, and cinched them in using the scale tool. I then extruded a part between the middle parts on both sides so that they are connected, then extruded around the middle to create the look properly. I then extruded some parts out of the middle to make the flowy ribbon parts that hang out of the bow (super technical). I added a small bevel to the connecter part, and the edges of the flowy ribbon at the bottom to make it look softer, and that was it! I like how it turned out, it adds more charm and appeal to the character model itself!

Lil bow.PNG

Overall, I made a lot of progress on this model today, and I am happy with all of it! Here she is, all together as one low poly piece!

Low poly Lil!!!!!!!!!!!!.PNG

I wouldn’t change a thing about how it is made, but if anything really needed improvement, it’d be the pauldron, because it took absolutely no time to make, and it’d probably be to add the straps so that the model would look more like the final product, however it feels unnecessary, so I’m only likely to do that if I especially need to.