Wednesday, 4 March 2015

Extended Practice Main Character Creation: Modelling, UV Mapping and Texturing

Modelling
I then moved onto actually creating the main character for the game, Keith. I wanted the main shape of the character to be interesting and exciting to look at when I started the design process and feel that I have really created something interesting with Keith. I started by modeling out the basic shape first making sure that I captured all of the necessary detail in the character, getting him to look exactly how I wanted.
I started by modeling half of the character to begin with, getting the details in the feet and the shirt right before moving onto the head.
The head itself wasn't too difficult either and I was able to model it fairly easily, getting the shape of the ear how I wanted it and the shape of his overall look. I wanted the head to be quite big to give it more of a cartoony appearance in the end.
Once I was happy with the general shape of the character I wanted to go about mirroring it so that I would then add in the finishing touches. I removed all of the faces down one side in order to mirror the geometry.
I then mirrored the geometry and could really start to see the shape of the character coming along, which was getting me really excited about the project.
I then added in the extra details on the model, starting with the front and his shirt, getting one side to be buttoned up incorrectly so that he looked a little scruffier.
I then turned him around to model the backpack that he carries around with him in order to collect everything he finds.
I was then finished with the modeling. I am very happy with the look of him so far and continued with the process to be able to UV map him to be able to add colour to really bring him to life. I think his character comes through in the model and there is enough detail on the back of him so that when you are playing as the character it is interesting to look at.


UV Mapping/Extra Details
I then moved onto UV mapping and decided to try out Maya 2015's bonus tools which came with automatic UV unwrapping which I was very keen to try out.
I tried out a few of the options to see which one worked the best for what I wanted to produce and selected all of the sides that I wanted to cut the edges of so that the UV map could be produced.
Below is the UV map that was produced, and the results where interesting. The outcome that you get is definitely more suited to if you were going to take this into a sculpting program like Mudbox or Zbrush as the map is just to curved for you to be able to paint a texture on it.
I did however give it a quick go, but it did prove very difficult, and the feet where just impossible though as the map was so curved I couldn't tell where the sandles ended and his feet began.
The texture didn't look too bad on, but shortly after this the UV map file corrupted itself and this was lost, which was probably for the best anyway.
I then took this opportunity to go back to the modeling side to improve the character further after a small bit of feedback. I first pushed the ears slightly further back as they were almost in line with his nose before, making it look very strange from the side.
I then gave him some simple back pockets, adding an extra bit of detail onto the back of him, meaning that there was something interesting to look at when playing.
I then had a bit of an experiment with the size of him, and tried cutting out a portion of his body/legs making him appear a lot shorter, making his arms feel longer as well. This gave him a very unusual look that I actually really liked the look of and I decided to go with the middle design instead.
I then felt that he could have a bit more detail on his ears so decided to just model a bit of fur underneath, again to just add that little bit of extra detail.
I then looked at adding in the other character to see if they look similar and worked well together which they were starting to do, but the other character definitely needed a little bit more work to it so Sophie went away and added some more detailing which makes then fit very well together.
I then quickly looked at his shoes, making the sandal stand out a little more from his feet to show that they are raised outwards which looks great and adds to the chunky look of them.
Then lastly added more detail onto the backpack, giving it a slight lip so that it added that extra bit of detail.
I then went back to the UV mapping process and did it myself as it has always been something that I haven't enjoyed doing and wanted to prove that it wasn't as bad as it is... and it kind of turned out well. I did actually enjoy doing this, I think that the UV map looks very good and clear and I have used the space of the square to full effect, ensuring that everything is in proportion and that nothing doesn't have the correct amount of detail.

Texturing
I then added in the texture and was very happy with the result, I found that the creases in the shirt where a little too harsh, but I knew that they would be softened with the pattern that was going to be added on later. I also took the opportunity to play with different brushes in Photoshop and found a great fur brush pack online that really helped get the clumpy fur texture that koala's have.
This is then the final shot of Keith with the pattern on the shit. I really think he looks great and is a very likeable character to children. I think that he stands out as a typical tourist and really looks the part for the game as the unlikely hero.
This is then a view from the back of him, which is what is going to be seen throughout the entire game during the game play. The back of him is well detailed and contains the necessary extras to ensure that he doesn't look too boring from behind and it something that is actually fun to look at.
To then finalise the entire look I added a bump map onto just the fur on the character so that is gave it a little bit more texture and then also added a specular map. I added this onto the nose, and also the buttons on his shirt and trousers to give them a bit of a pop when the light is reflecting off it.

No comments:

Post a Comment