Thursday, 14 April 2011

Character Modelling

Character Modelling

Once the head is complete, it must be sewed onto the characters body mesh. This is done the same way in which the arms and legs where stitched together. Join the key points on the neck together and add geometry to make more definition for the neck and shoulders.



Here is what the model should look like once a basic head is sewn onto the model. A neck created from the reference should be creating and geometry added to make smooth geometry leading down from the shoulders.

At this point if u have followed all of the guidelines you should have a pretty clean and smooth character model. Now you can begin adding detail and extra geometry to the model. Remember that a character (unless robot or mineral etc.) is organic and therefore will not look natural if it is perfectly twinned on both halves. Bare this in mind when adding form to your model and try not to overcomplicate it as this will make the mesh appear messy.

Here is an image of a professionally made model. The definition is smooth, there is a lot of character and the model is properly scaled and proportioned. The models flow is perfect and there are subtle differences on the two halves such as more definition on the mesh’s left leg and different size shoulder blade muscles. This makes the model much more organic and successful as a mesh.




This is a bad example of character detail. In this image, the modeller is trying to create a smooth abdominal area however the geometry is very rough and untidy. Reference has not been observed and random size squares have been extruded to create the desired shape. This is very bad practice for adding detail and geometry.






Head Creation


Head Creation

Heads are a tricky business. There are so many ways to make one. I’m going to talk about the Pros and cons of a head made from box modelling in this report. The key idea to remember when modelling a head is to keep the geometry smooth and make sure it has a purpose. Random geometry and messy edge loops create a “loaf” like appearance which is defiantly worth avoiding.

Starting with a box, insert edge loops at the key parts of the model sheet, so eyes, ears, neck etc. Next add some front geometry, the try to find the rings that define the eyes nose and mouth on the side and front views. From this begin to sculpt the head shape out of the box and do not over complicate geometry.

Here is a bad example. The head has not been shaped. It is flat and formless. There is also far too much geometry on this basic head, even when there is no detail on the model. The head has also not been referenced to the model sheet as the face shape is completely different. Avoid this!


 This is a much better example. There is appropriate geometry in all the right places. The model has good shape and resembles the reference material. The only thing which can be criticised is the lack of a strong nose shape; however this can be easily changed


 
This is a very good example of how to model a characters head and face. The shape and distances have all been scaled perfectly using a strong reference image. There is enough geometry to give definition and detail but not enough to complicate it. All of the geometry flows and looks professional. This is the modellers aim to make when creating a characters face and head.




Here is an example of messy modelling and over complicated geometry. The head and face lacks proper shape and form. It is quiet robotic. It resembles more a loaf of bread than a well modelled character head. The jaw is still square and the whole model is very unprofessional and rushed.