Thursday 19 May 2011

Complete Character Model


Here are some occlusion renders, one with and one without the jacket and hat. These were to help us find out if there were any problems with the mesh. I was concerned that perhaps we had missed areas that needed tweaking or perhaps missing faces.

The jacket in sub divided mode. Very pleased with the way this turned out and I am happy that we managed to get the clothing to seamlessly hug to the rest of the character. Quite a bit of model tweaking was needed so that Frank's body geometry was not poking out of the clothing.

We also modeled a Jacket to go over the character for the final shot of the animation short. Initially it was tricky to get our heads around how it would work. To begin with we started by using the character mesh to extrude the clothing geometry, however this caused problems with the mesh. So we decided to model the clothing separately. This way it was easier to manage the character particularly when it came to the preparation stages for animating. The only concern is how we will manage to animate the clothing with the rest of the character. I am concerned that the character geometry, when animated will pass through the clothing geometry. However after asking around, Clym suggested that we could use the wrap tool in the animation pane which should solve our problem. He explained that once the clothing is wrapped around the body, the clothing should be effectively parented to the rest of the body, thus preventing geometry from being displaced.

Although the character in non sub devided mode looks a little bit of a mess, once sub divided through the approximation editor, the model looks way more impressive, I am very happy with the result. Its not exactly how I wanted but I am pleased with what we have managed to achieve.
Here is the final Character model and its wire frame in non sub divided mode. Both Alex and I helped each other to create this character model. It was a huge learning curve but Im glad I persisted and learnt how to model a character. A lot of tweaking was involved in order to get the proportions more accurate and thus render the character more appealing. Most of the tweaking had to be done in the arms, torso and legs.


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