A1: Sorcerers of Sunderland

 


Stylised Character 3-D Modelling


Here is my GDD for this project.






- A.1 Explore and develop investigation skills for informing ideas.



Character Concepts





Character Ideas and Traits


These small slides are used to help develop the characters appearance and traits used for the character. Like their traits, appearance, story, how they were introduced, and so on.



3D Character

This was the start of my character meshed out from a cube in Maya, starting off with the head and the body. It was a quick model of the final product. This was done by using basic edge loops and scaling  tools. I had started off with a cube.

This model was an updated concept of the final model, not many changes have been added apart from the attention to detail of adding arms and legs and shaping the face better, this was done with extrusion and edge loops.

Now the model has been given arms, legs, and a weapon, I also modelled the shape of the face to make it less bland for my low poly character.
This was also  done with edge loops, however rotation and scale tools were used in this one to pose the character correctly so it can be used properly for animating in the future.

Grimmy is a chibi version of the Grim Reaper holding a small scythe. Used as the main character in the game I am making.
The Final model mostly consists of shaping the model with the vertex tool which helps create the rounded cartoony style of the character.


Final Character model and Scythe 

Then I finished off the model with eyes and a charm to the characters torso, I also gave the Scythe some colour from it's plain grey variant. This was used in a game. 




UV Unwrapping Key Terminology


UV Shell / UV Island


UV Shells are a connected set of UVs in the UV used to texture from an image to a 3D model. 


UV Seam


Seams are a part of texture/design of a 3D model, that is split to fit on the 3D Model. Or another words the edges of the UV.


UV Packing / Layout


UV Packing is a finishing process for packaging. To make sure pixels do not appear on the 3D model in the final render. Basically allowing them to fit in the UV map like a jigsaw.


UV Distortion


This is used to define how size and shape have to change to fit the actual size of the model. Sort of like stretching or compressing something.







UV of Model camera view, this was part of the UV unwrapping process for my Low Poly Character, this will help us texture it later on.



Scythe UV, used for easier texturing later on in development, though I never got to texturing this model.



Trello Board for the Sorcerers of Sunderland Plan, however the game never managed to get completed sadly.




Gun Script 

A gun with particles coming out of it representing a bullet firing out of it. This was used with C#Sharp Scripting. but I used a particle effect.

This was made in unity with a particle object and cubes in unity.



The Gun Script to make the bullet actually shoot. It was a difficult task at first however since I had typed the script incorrectly so I had to remake it for functionality to make the gun shoot bullets again, which were just little spheres along with particles.





Level Concept

This level was scrapped and remade into a bigger and enclosed space for navigation. It was made with ProBuilder in Unity, a tool to make landscapes in an instant. This was the first level for a concept.



Final Concept of my Level, The Red cubes are enemies that are able to follow you around, they do no damage since they were not scripted to do so in this testing enviroment.



Final Character Design with color.


This was done with adding a material with different colors, there is no actual detailed texture on the model as I did not have time to create a texture for the robe or the Scythe. 
 



Today we rigged the character by adjusting the pivot points to the right spots, and parented it together so the other limbs move with the torso mostly. It was to be animated in Unity.

I had some problems with modelling the arms as they would stretch out occasionally and looked disfigured in Maya, to fix this I had to smooth the arms out multiple times.







Animation Basic Rigging


Pivot Points

Pivot points are the centre of rotation of a object so when animating, the movements of your character look more realistic and smoother.

Parent Behaviour

The behaviour of the parent is another way of grouping separate parts together for more basic animation movement. 



Child Behaviour

The purpose of the child is that they exist inside of a parent(grouped parts) which allows children parts to be modified along with the parents, making it easier to model and animate.

3D Character Animation in Unity



Here is a quick animation I put together for an idle animation in Unity. Using keyframes in the unity timeline editor, all these parts are not connected to animate characters correctly.

I had came across where the weapon wasn't synced with the hand, parenting the weapon to the hand had fixed this issue rather quickly however. This animation was made in unity with it's keyframe timeline editor.



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