Assessment: Character Model
For my assessment I was given the task of model, uv unwrap and texture a cartoon character. I was given a front, and side view of the character to use as reference to model from.
I started to work on the feet and work my way up. I started off by using a cube and from the side view. I used the extrusion and edge loop tools to add and shape verts to form the shoe and lower leg.
I continued extruding the edges up to form the upper leg and shorts. I made sure I switched between the front and side view to make sure I matched the reference image.
One I was satisfied with the lower body I started to model the upper body. I made sure the edge loops of the upper legs curled around the hips. This would make it easier for me to not only uv unwrap, but to also animate as well.
I created the arms by selecting a the side faces which overlapped the arm socket in the side view. I then extruded the selected faces and shaping them to the front view reference image. I decided to model the hand to a stereotypical cartoon mitten hand. I felt that as this is a cartoon character I could get away with a mitten hand. It will also be easier to uv unwrap, as I can separate the hand and thumb. It would also be easier to animate as there wont be the struggle of animating each individual finger.
I created the head by creating a plane and dividing it into two. I then added edge loops to form the eye socket and mouth. I then deleted the centre faces to create the eye socket and mouth. I continued to add edge loops to create the face making sure the topology flowed correctly.
I took the top edges and extruded them around the head in the side view. I took the side edges of the jaw and extruded them under the ear to connect to the extruded faces at the back of the head. I then took the bottom edges of the head and formed the neck. I then selected the edge ring around the ear and extruded out and then in to form the ear. I also rotated the ear in the front view to help poke the ears out.
This is the first view of the full body roughed out.
I edited the bottom of the character as I felt that it was too flat and boxy. I moved the verts around to help define the backside, but making sure it matched the reference image.
Once satisfied I combined and attached the centre verts together and then exported the model to maya 2015 as an obj file. I divided the body into shoes, lower leg, shorts, t-shirt, head, ears, arms, hand and thumb. I did this by selecting the edge loops, which separated each body feature and uv cut them.
I then used the uv tool to select the uv's. Once selected I used the unfold tool to unfold the uv's in the uv editor. Once I was satisfied with the uv layout I then triangulated the model making sure the uv's stayed intact and the triangular count remained close to 8000 as the brief specified.
I exported the final uv unwrapped model to mudbox where I used the paint tools to texture the model. I used the reference images as a stencil and the projection tool to paint a rough copy onto the model. I then used the paint and pencil tools to iron out any areas the stencils failed to reach.
Once I was satisfied with the texture I exported the model back to maya 2015. Here is the final model.
I feel that I did I good job on this model overall. I will need to improve my modelling skills on hands and feet as I struggled with the topology. I would also be able to model a full hand properly rather than resulting to a mitten hand. I also need to improve my painting skills in mudbox particularly with the projection tool. I feel I could of got more areas properly with the projection tool, which would of eliminated editing the little details by eye such as stitching and the belt.
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