Week2 Character Design and Modeling

Part1 2D Character design

Reference

The reference pictures mainly refer to the overall feeling. At that time, I didn’t follow the movie completely. I hope he is a very thin image and has a fierce feeling at the same time. I mainly refer to European clothing in these pictures.

Draft

In fact, the style I am good at is cartoon rather than poem writing, so when I draw characters, I still choose the proportion of four heads and body that I am good at.

I want to highlight a few points

  • Hair: rear projection, bold color, highlights
  • Barber’s clothes: suit and vest, retro style
  • Face: the shadow around the eyes
  • Body shape: slender, hands longer

Based on these drafts, I redesigned his scale, enlarged his head, lengthened his hands, and chose his back.

Character design

The rest part is that I designed our second role.

I would like to highlight several features of this role

  • Curly red hair
  • Eyebrows on the top
  • Dress and gloves

Because I’m good at girls’ character setting, I didn’t draw many versions of the draft, but I drew what I wanted at once.

Character design

Part2 Modeling

Tutorial

It’s probably because I haven’t done modeling for a long time. At first, modeling was very slow. I start with the head. In fact, my modeling method starts from the basic model in the Maya library. Almost every model I have comes from them. In fact, it’s time-saving to do this. You can also refer to some human body structures. Although these characters are more cartoon oriented, there are still some structures that can’t be ignored.

In the process of making models with Maya, I mainly used some carving software. In fact, I often do half delete and half copy to ensure the symmetry of both sides. At the beginning, I forgot this step, which led me to do a lot of repetitive work to ensure the symmetry. I also spent a lot of time to repair some ground surfaces, because once there are broken surfaces, I can’t carve them. Because there are still many lines in my model, there are often surfaces stacked together, so I need to spend a lot of time to delete and refill them.

In the process of modeling, I am always dissatisfied with the fact that I don’t think this model is completely same to my setting. They don’t look like the same person. But I also put the reference image into Maya, so I began to suspect that it was the mapping problem. In fact, I don’t want to show UV and draw maps too early because I haven’t completely determined the model. Now it’s just a rough idea and draft, not the final effect.

The mapping part is not finished yet, I just put a little color and simple mapping to render the overall effect, and UV has not been expanded yet.

Model front and right perspective

Rendering

With regard to the girl now I only do this for the time being. Some models still need to be adjusted. I want to show them to the team members and collect their opinions. I’ll revise them again, so I haven’t launched her UV yet.

Girls, unlike boys, need to pay attention to their eyes and eyelashes.

I didn’t choose to carve the whole hair this time, but use the form of patch. This is because at first I wanted the feeling of wisps of hair. Later I found that this form was very messy, so I made a whole on the top of my head. The patch is convenient for me to make curly hair.

I mainly used these carving tools, because some of them were forgotten, so I checked some information, and I wrote down some notes and my learning steps below.

Because I will revise this role next week, so there are not many details. I’m just carving out her face for the time being. The shape of her body is roughly a figure.

You can sculpt a polygonal model with tools from the Sculpting shelf. You can also access these tools from the Mesh Tools > Sculpting Tools menu.

SculptBuilds up initial forms and moves vertices in a direction determined by the average of all normals within the boundary of the tool cursor. Use the Direction setting to modify the default setting.Press Ctrl + 1 to activate the Sculpt tool when another sculpting tool is already active.
SmoothLevels vertex positions in relation to each other by averaging the positions of vertices.Press Ctrl + 2 to activate the Smooth tool when another sculpting tool is already active.
RelaxAverages vertices on the surface without affecting its original shape. Press Ctrl + Shift to temporarily activate the Relax tool while using another sculpting toolPress Ctrl + 3 to activate the Relax tool when another sculpting tool is already active.
GrabSelects and moves vertices based on the distance and the direction you drag. Useful for making subtle adjustments to the form of the model.Modify the Direction setting to constrain the movement of the tool. For example, XY constrains vertex movement in the XY plane.Ctrl-drag to temporarily move vertices along their Averaged Normal.Press Ctrl + 4 to activate the Grab tool when another sculpting tool is already active.
PinchPulls vertices in towards the center of the tool cursor. Useful for more sharply defining an existing crease.Press Ctrl + 5 to activate the Pinch tool when another sculpting tool is already active.

Rendering

Part3 Feedback & Updates

Character1:

Luke gave me some advice and guidance

  • Some software that can help me. For example, substance paint, because the details of the sleeves are a little less now.
  • In addition, if I am not familiar with the binding, I can try some new software, such as advanced skeleton.
  • i can communicate with team members and they can give me a lot of opinions.

Character2:

Luke told me that if the arm of the character doesn’t do elbow joint, it will bring a lot of trouble when binding. Note that the elbow joints of the model need to be made to facilitate the rigs of the model later.

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Based on the advice given to me by Luke last time, I remodeled the arm of the character and added the elbow joint.

I also slightly adjusted the thickness of the skirt to make it look fuller.

Because in the process of carving with carving tools, the two sides of the skirt become different. So what I still use this time is to keep the symmetry of the object, so as to facilitate the later binding. Delete half of the object, make the middle points on the same line (select the point to scale to the X axis), then copy the other half, adjust the scaleX to – 1, combine, and finally merge the middle row of points.

Part4 Conclusion

This is after I finished the design. After a year, I started to make models again. I haven’t used some Maya commands for a long time, so the first week is more for me to familiarize myself with some commands and carving process.

As for character setting, I actually spent a lot of time in character setting, because I was not very good at drawing boys. Because I had done very little before, I always painted some realistic characters, so I always deleted some details that might cause realistic feeling, highlighting the big shape and outline. I’m very grateful to Kay for appreciating the character I drew, because I didn’t know the structure of human body very well, and she pointed out my problem correctly.

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