Tuesday 17 April 2012

Character Render

Below is my final character, created and textured looking at the front back and right views of him. I found creating him a great fun, I really enjoyed it as towards the end you gain a lot of satisfaction from creating and finishing a whole 3d model and this is definitely something I plan to do in my spare time over summer.



Although there were some faults creating this character as can be seen with the white eye peeking through his eyelid there. Also I found the stretching of the material was also a slight issue as it blurred the texture.

Final Character Turnaround

Below is the final character turnaround that I am going to use. As you can see I have shortened the arms somehwat as well as lowering them just so that they aren't quite upright and awkward and they are in a more natural pose.


Render and Greyscale

Looking at how Valve created the different classes within Team Fortress 2 and using a similar procedure, we were tasked with creating a render of our 3d character as well as a grey scale of the T-pose. Although this isn't strictly 3d work it is very important as it helps me get a feel of how my character is going to look and what kind of aesthetics to go for.


The render came out quite well I felt, although I discovered how awkward it can be to draw a guy who has gangly arms and legs, it can be quite hard to get them into a half descent pose. This guy just looks like he's doing a little jig.. Alas I gained a sense of how my character would move and react so I felt that this exercise was a very good one.


Above is the grey scale of my front T-pose and you might notice that it has changed somewhat from the original mafia T-pose. This is a slightly altered T-pose where the arms are longer to try and make the character seem more stylised to try and make him fit in better with a Team Fortress 2 art style. However I now feel that his arms are too long and that they should maybe be shortened in the next version of the T-pose.

Lighting

So today in class we looked at lighting within 3ds max and how to best set lights up to present a 3D object. The standard lighting within 3ds max is quite good but a much better result can be obtained through using lights.



As you can see a variety of different lighting creations can be made. Using your own lighting also creates a much crisper 3d model, as shown by this teapot.