Low-Poly Character
I've chosen to do a 3D low-poly project this term, as I want to have something game-ready for my portfolio that shows the full concept to model character pipeline. I've been looking at some models in the style for references - Danette Beatty's models in particular have been very useful for planning. She does some really interesting things with floating geometry and flipped normals that I would love to try out. So far, I've been experimenting with Maya's deformation tools, instead of taking a manual approach as I normally would, and I think this project is going to really help with my modelling skills, seeing as the end result will have to be very clean.
Main influences:
Danette Beatty
Paul Lamy de Chapelle
Charlie Renwick
I spent this week doing some practise tests with maya for modelling, UV and rigging times. I ran a streamlined version of the process in a couple of days, so I think for a more complex model my current timeline is sufficient, and it showed me which areas I need to do more research on - things like weight painting for rigging and proper character topology. The below model isn't particularly polished in any respect, but it was a useful exercise to produce it. For example, I found that UV unwrapping each half of the model and overlaying the UVs on the map saved a lot of texture space, and that I really need to carefully consider my topology for animation to avoid breakages like the one below.
I did also attempt to produce a turntable export of the model, and while I got the turntable set up I couldn't quite figure out how to export it from maya, so this is something I need to look into a little more.




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