Modelling Process:
Planning:
Brainstorming ideas is the first step towards modelling a 3D character, a group typically writes down a list of ideas for a character and what their design will look like, deciding on the attire, colours and features of the character. The final idea is then decided as the one you will go on to visualise and model.
Next, sketches/concept art are created as a visualisation of the final idea you decided on and are typically of different angles or different parts of the characters. The final sketch is the design the group has decided to model.
Modelling:
A base mesh
is the first stage in modelling and is a low resolution polygonal design of a model. To add more detail and structure to the model subdivision, sculpting and extrusion
is used to alter it into the shape that you're aiming for. After the base model is done you can add the final details, it is also useful to group
different parts of the model into one, this makes it easier to edit if something needs changing or recompositioning.
Models can be created on a multitude of software with the popular options being Autodesk Maya and Blender.
Texturing:
Textures are typically applied to a mesh/model using UVs that act as a 2D map for a texture, textures can be created using real life sources or created from scratch and are mostly created seamless so that the texture can pattern correctly on the model.
UVs allow the texture to be applied accurately and are typically used for more detailed meshes that need textures to be placed in exact locations. Textures can be applied to UVs through the use of an editing software like Adobe Photoshop, this can be then applied onto the model on the software you're using (i.e. Autodesk Maya, Blender).
Animation/Motion Generation:
The creation of animations for models are created one of two ways, the first being manually through the use of the modelling software, or they can be created through the use of mocap.
Creating an animation manually can be easy to accomplish but can generally end up looking unnatural and rigid if not done right. It is typically created by moving the model from one position to the other whilst keyframing each position, this means it could also get confusing if you have multiple parts moving at the same time (i.e. fingers on a hand).
Motion Capturing (aka Mocapping) is used in a variety of ways, such as film, games and even robotics and is the process of recording the movement of a person/object. It is captured by tracking all they key parts on the subject that is being recorded, these points can then be applied to the model that is being animated. This makes the animation look more fluid and smooth, but can be very costly for smaller productions, as it's typically used to create movement in high budget games.
Application:
 |
| The evolution of 3D models from the game franchise 'Metal Gear Solid' spanning from 1998 to 2015. |
3D models have been applied to videogames for nearly three decades and today, they are used in the majority of releases, 3D character models have gotten more and more realistic over time, becoming less polygonal and including higher resolution textures. The animation quality of 3D models in games have also improved as most 'Triple-A' games implement motion captured animations that make realistic looking models feel even more realistic.
Application of 3D character models aren't only restricted to games, but can also be used in film, TV and animations.
3D models in film have been used since the mid-70's (Futureworld being the first film to implement it) and have been applied to films that couldn't achieve the same effect through cosmetics, props and actions that couldn't physically be done by an actor.
The first full feature animation to use 3D models was Toy Story in 1995, this means that everything in the film was created using 3D models and objects, this was then all put together and animated to create scenes for the film.
Comments
Post a Comment