Character Modeling Fundamentals
The best advise I received at Full Sail was, to take a breather if you need it. Knowing how in involved this month was to be, I took last month off and studied and prepared for this month. That being said, it was still a very difficult month. The work load was everyday from when I woke up till late at night and I made it. It was arduous, but so fulfilling.
What did not work well for me was reference for Modera. It worked the first week, but not all at after that. It was not symmetrical and I had to utilize cannon pictures which were not T Posed.
What worked well this month was making armor in Mya. I really wanted to make a prop scythe for my character, not knowing if I had the time to finish it. I ended up making the chain link for the scythe using a Z Brush tool saved me about two hours work and I was pleased with the look of it.
What I would do differently next time would be to pick two models that I really liked instead of one I that was suggested and one I truly liked. Working on a character I love is much easier and I can work through the night on it without getting frustrated or over tired. Putting in the extra time on the character I liked did not even feel like work.
There were multiple stumbling blocks for me this month, too many to count. A few major frustrations came from Z Brush constantly crashing and there is nothing I can do to fix that. The faces were very difficult and I eventually had to get help from a tutor, which was beneficial.
In the end, I would of liked to have an extra twenty hours for this month, but I am satisfied with my end product that I turned in.
I looked forward to every lecture this month. The teachers were amazing, funny and answered all billions of my questions.
This month involved:
- Selecting character reference
- Adjusting and correcting reference images for character modeling
- Identifying primary forms in your character reference
- Identifying secondary forms in your character reference
- Identifying proportions and landmarks on your character model
- Breaking down character reference for the modeling process
- Base level human anatomy
- Planes of the face
- Landmarks for the facial features of a character
- Creating primary forms and structures of a character model
- Creating the secondary forms and structures of a character model
- Creating higher level secondary forms and structures of a character model
- Creating accessories and props for a character model
- Modeling and sculpting hair for a character model
- Good topology practices for character modeling
- Resurfacing for organic surfaces
- Laying out UVs for a character model
- Creating and applying normal maps for a character model
- Adjusting and troubleshooting normal maps for a character model