3D Toolkit - Formative 2 Brief and Workshop (27/01/2025)

Formative 2: In - Engine 3D Character: The Proposal

  • Create a unique game character through silhouette, thumbnails, iterations, and orthographic drawings in a manner that shows the understanding of the 2D to 3D pipeline, showing clear evidence and intention of game engine implementation.
  • Compare and Contrast two artists in the game industry with concern to their approach to the digital and traditional processes in producing game art. Reflect on how this applies to your own practice.
  • Conduct research into job roles in the different creative industries (such as Games, VFX, Manufacturing), identifying shared attributes and distinctions in terms of necessary technical skills required and required proficiencies in digital sculpting. Consider how these roles might differ in different parts of the world. Reflect on how research into these roles is beneficial to you in terms of technical proficiencies.
  • Create a plan for the successful development of a 3D character with phases, dates and an asset list.
Deadline: Sunday 2nd March


Workshop


References

Final Character Thumbnail



Anatomy Reference

(Jennifer Günthel, 2024)


Modelling Process

During lesson, I decided to start modelling the base mesh for my Celestial Mage. I wanted to make my own base mesh so I could stylize the proportions more easily. It also helps me to understand basic anatomy a lot more.

I started off by modelling the head. I used a basic circle and moulded it into a rough head shape. I then started off by blocking out the torso which I also made using a circle. Using another circle, I constructed the pelvis and then finally, I used a cylinder for the start of the leg. I separated each part of the mesh using both subtools and polygroups.



I then used the mirrored the cylinder to create the top part of the other leg.




I then merged the torso and pelvis subtools together. I dynameshed them and then smoothed them out. I used the move tool to create the boobs.



I then created a new subtool and added spheres for the shoulder. I mirrored this to create the other shoulder. I then made the arm longer using the transpose tool and smoothed it out.



I then duplicated the legs and merged the subtools together. I smoothed them out and resized them as they were a little big.



I then used masking to cover the knees. I inverted the mask and used the clay buildup and smooth tool to make the knees.



To make the hands, I used a cylinder and resized it using the transpose tool. I smoothed it out and then started adding cylinders for the fingers. I resized it and duplicated it to create the other fingers. I did the same thing for the thumb.



I then used the move and smooth tool to shape the fingers and thumb.


To model the feet, I used a sphere and the move tool to shape it.



I then TrimRect brush to flatten the feet.



I then created the eye holes using the mask tool and holding alt.



I then used the mask and move tool to shape the nose. I added a sphere which I later mirrored to use for the eyes. I added a sphere and used the move tool to create the ear.



Using the move and pinch tool, I shaped the ear. I used alt and the clay buildup brush to shape the inside of the ear.



I used a sphere to establish the hair line. I originally planned to use IMM brushes for the hair but I found it difficult to shape and holes appeared when I dynameshed it. I think I need to practice using them more.



I instead, used the twist deformation and move tool to shape large strands of hair. I then used the clay buildup brush to try and create some texture.



Using the masking tool and extraction, I started to create the clothes.



I used the mask tool and move brush to create the sleeves. I then started adding creases using the clay buildup tool.



Using the same technique above, I modelled the rest of the clothes on the torso.


For the skirt, I used the extraction tool to create the front and parts of the back. I then used the masking tool to protect the shape of the front whilst I modelled the back. 



I used the Cloth Slide brush and move brush to create the skirt. I then smoothed it out and dynameshed it. 



To create the wing. I stretched a sphere using the transpose tool. I then used the TrimLasso brush to cut the shape.


Unfortunately, I was too distracted with other projects and hadn't managed my time effectively. I haven't been able to finish this model but this is where I've gotten so far. If I have time I hope to finish this in the future or maybe even model it from scratch again.


Reference List

Jennifer Günthel, 2024. Reference Sheets (03 - 23) [online image]. Jookpubstock: Jennifer Günthel. Available at: https://jookpubstock.com/full-body/standing/36787 [Accessed 27 January 2024]. 






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