3D Modelling
Final Project: Character Modelling
INSTRUCTIONS
<iframe src="https://drive.google.com/file/d/1IZkNWAZU_YPpxc0iITcHTF6y_jc9zl20/preview" width="640" height="480" allow="autoplay"></iframe>
PROGRESS
Week 11
This project will concentrate on character mesh creation, including an understanding of anatomy, muscle, and proper mesh/topology flow implementation to accommodate rig setups and UV Layouts for texturing. Models such as humans, monsters, creatures, cartoon characters, and so on are examples.
Chosen Character
Figure 0.1: Hornet from Silksong
The character that I will be modelling is Hornet from a video game. Hornet is a major character in Hollow Knight and the playable protagonist in Hollow Knight: Silksong. She is the mysterious princess-protector of Hallownest's ruins.
Figure 0.2: Character reference
Prop Modelling
Figure 0.3: Sword modelling
For the prop of this character, it was supposingly to model a cartoon-ish needle sword for her but, I decided to model the character more realistically. Thus, I made the sword into a realistic looking sword. I began to model the sword first, I started by adding a square mesh and drag it longer and make some loop cuts to create that pointy point sword tip. After that I added subdivision to the sword. Then, I created more loop cuts to the side of sword to make it look sharper to counter that subdivision effect. The handle of the sword was made of square mesh as well. Then, I moved on to model the leathered handle of the sword. I began by adding a torus mesh then start to drag out the interface to achieve that leather handle loop look. I then duplicated the loop onto the handle bar. After that, I decided to add some cuts to the sword knife to create that old and used look.
Head Modelling
Figure 0.4: Head modelling
Figure 0.5: Final head shape
For the head of hornet, I created it by using a plane mesh then add subdivision to it then mirror it to have symmetrical head. I used the method of extruding in edit mode to model the head. I also went to adjust the head shape more accurately in the sculpting mode. After that, shade smooth everything and move on to the cloth.
Cloth Modelling
Figure 0.6: Cloth modelling #first attempt
Figure 0.7: Cloth modelling #second attempt
In the very beginning of modelling the cloth, I thought modelling the cloth manually and adjusting myself was okay as shown in Figure 0.6 but, I deleted the first attempt of the cloth then used another way of modelling the cloth which was the cloth modifier as shown in Figure 0.7 above. By using the cloth modifier allowed me to achieve the look that I wanted so I decided sticked to that method for this model. I also added some foldings to the cloth to make it more visual appealing.
Body Modelling
Figure 0.8: Body Modelling
I used the skinning tool to model the body. It was just some vertices extruding and scaling. Body modelling was the easiest yet tricky part for this project. This is because I am not really sure if the method I used for this model body affects my rigging process or not since I really did struggled so much rigging the character.
Character Rigging
Figure 0.9: Character rigging #first attempt
Figure 1.0: Character rigging #second attempt
Figure 1.1: Character rigging #third attempt
Figure 1.2: Head rig and pose mode
Character rigging was the biggest challenge for me because I have faced a lot of problems that I still couldn't figure out why. However, I tried to do the most simple way (Figure 0.9) by adding bones one by one to the character but, when I parented the bones to the mesh I couldn't get the character to rig properly. So, the first problem that I encountered was the mesh does not follow the bones. Next, I tried using the method that everyone uses which was the human rig (Figure 1.0), the basic one. Everything was doing fine until I parented the bones to the mesh. The second issue that I encountered was the rig does work but, it doesn't move properly as the mesh is breaking apart and some vertices is not moving along with the rig. I spent a few days trying to figure out what exactly the problem is but I have tried and checked many possible issues online but it just doesn't work on my plate. In the end, I finally managed to rig the character properly by using the skin armature method (Figure 1.1). It works perfectly for my model. Then I extruded one more bone for the head at last (Figure 1.2).
Character Posing
Figure 1.3: Character posing
Materials
Figure 1.4: Sword materials
Figure 1.5: Cloth materials
Figure 1.6: Head materials
Final Touch
Figure 1.7: String effect modelling
I found that skin modifier was the most easiest way for me at the moment so I applied that to model the strings as well.
Figure 1.8: Lighting and camera


.png)
.png)
.png)
.png)
.png)
.png)
.png)
.png)
.png)
.png)
.png)
.png)
.png)
.png)
.png)
.png)
.png)
.png)
.png)
.png)
.png)
.png)
.png)
.png)
.png)
.png)
.png)
.png)
.png)
.png)
.png)
.png)
.png)
.png)
.png)
.png)
.png)
.png)




No comments:
Post a Comment