![]() ![]() ![]() As most of the games rely on players’ hardware to work properly, it’s crucial to have all 3D game assets well optimized so that the system requirements will be acceptable for a smooth gaming experience. This is the process of adjusting the surface of the model to lower the number of polygons. The artist can expect to do a retopology later where they’ll clean up the mesh for easier animating. In topology, the artist creates a way to define the shapes that’ll make up the mesh. Using different brushes, the artist then sculpts the basic forms, hard surfaces, and more detailed forms like wrinkles, creases, and muscles. Blocking out, sometimes also called blocking in, refers to the use of cubes, cylinders, planes, spheres, and other primitive geometric shapes to show the scale of a game environment or the 3D character and plan how it’ll move through it. In sculpting, the artist blocks out the character’s general silhouette. You can mold the sculpture into different shapes, adding and taking away material until you are satisfied with what its surface looks like. Sculpting is very similar to working with a ball of clay. Animation - if needed, can be covered in Maya as well.Rigging - creating a “skeleton” with “joints” for the character to work with animation in the future - can be done in Blender or Maya.Texturing - Substance Painter works great for the general texturing tasks but can be assisted by a 2D artist to create hand-painted textures in Photoshop.UV mapping - transferring a 2D image onto a 3D model’s surface - can be done in any 3D software such as Blender, Maya 3DCoat.Retopology - Converting a high poly model into a low poly one - Maya. ![]() Sculpt - Creating a high poly model in Zbrush.Concepting - Creating a 2D sketch/concept that would reflect the future 3D character model's shape, pose, materials, and a general style direction.Below we will discuss the basic approach and key stages of modeling 3D game characters.ģD Game Character Modeling Main Stages of the Pipeline The pipeline of creating 3D character might differ from one studio to another, but the core stages of the 3D character modeling workflow are the same. ![]()
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