3D Modelling: Final Project

19/6/2024 - 24/7/2024 (Week 9 - Week 14)
Seh Zi Qi/ 0355872/ Bachelor of Design(Honours) in Creative Media
Module Name: MMD60804/ 3D Moddeling
Final Project

LIST

Project 3: Character Modelling



LECTURE




INSTRUCTION

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PROJECT 3: CHARACTER MODELING

"This project will focus on character mesh building with the understanding of anatomy, muscle and proper mesh/topology flow implementation catering for rig setups and UV Layouts for texturing. E.g. models – human, monsters, creature, cartoon character etc."

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Research

Once we were briefed about the project, I started to wonder about my favourite TV series 'Steven Universe' because I had always wanted to make one of the characters 3D even though it's been made before. The person I decided to do was Garnet as her style wasn't too hard to do.

Fig 1.1, Garnet Character Sheet

But then I didn't really have a lot of time to do such a complex yet simple character because of my horrible time management. So I decided to do Pompompurin from Sanrio Characters since he's one of my favourite characters from that franchise and he looked easy enough to do; I went ahead and found some references that I needed to use to make him because he didn't have an official reference sheet.

Fig 1.2, Pompompurin Character Reference

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Progress

Once I was done with my research and reference findings, I went ahead to Blender to start creating my character.

Character Making Progression

I started by putting in the references found within the research. I then added a cylinder model with no faces to create the Pompompurin's body using the 'Extrude' and 'Move' tools in Edit Mode.

Fig 2.1, Body Progress

Then I started making the hat that was on top of the head. This was achieved by using a cylinder model as its base, using the 'Scale', 'Extrude', 'Indent' and 'Move' tools in Edit mode to achieve the hat height I desired. After I was done, I joined both the body and hat together using the 'Bridge Edge Loop' function and fixed the nodes till they looked right.

Fig 2.2, Hat Progress

The legs, hands, ears and tail were done in a similar fashion where I used the 'Scale', 'Extrude', 'Indent' and 'Move' tools in Edit mode and joined them using the 'Bridge Edge Loop' function so that everything connects. I also had to change the placement and delete some of the nodes so that everything doesn't look jagged when I subdivide it with the 'Subdivision' Modifier.

For the legs, I used the 'Arrary' Modifier since the legs look the same and don't require mirroring.

Fig 1.3, Legs Progress #1

Fig 2.4, Legs Progress #2

For the hands and ears, I couldn't use the 'Array' modifier since they will be facing differently when they're on the character and I couldn't use the 'Mirror' modifier because I couldn't figure out how to distance the mirrored model from the original. So I duplicated and changed the direction and did the same thing by joining everything, using the 'Bridge Edge Loop' function to attach everything and change the node placement so that when it is rendered it doesn't look jagged.

Fig 2.5, Hands Progress #1

Fig 2.6, Hands Progress #2


Fig 2.7, Ears Progress #1

Fig 2.8, Ears Progress #2

For the tail, there wasn't much of a difference since it just needed to be made and attached to the body just like the limbs earlier.

Fig 2.9, Tail Progress

For the eyes and nose, it was quite easy to make since I just needed a cylinder model as the base, indent and move the indents to a favourable size while the nose used a similar cylinder model and extruding and moving the base instead of indenting it. 

Although the mouth was quite hard since the shape was in a weird form. I used a cylinder model as the base, sized it down, and started to extrude and rotate each section to match the mouth shape; When I was done with that, I duplicated and joined both parts together with the 'Bridge Edge Loop' function 
to get the iconic '3' mouth shape. I then joined both the mouth and nose together with the same function used before.

Fig 2.10, Face Progress #1

Fig 2.11, Face Progress #2

Colouring & Lighting Progression


Now that I was done with the character modelling, I went into colouring the character by using the reference photos as a guide, adding shine to the eyes and nose for a more graphic style look while adding roughness to the fur since fur isn't really reflective.

I also used the volumetric lighting technique that I found during Project 2: Theme Scene-Based Modelling since it looked nice the first time. This then marks the end of the project

Fig 3.1, Colouring & Lighting Progress

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FINAL Character Modelling

Click here to download the Blender file:

Fig 4.1, Final Character Modelling

Fig 4.2, Final Character Modelling Wireframe



REFLECTION

For my final project, I felt that I did pretty good with the time constraints that had fallen onto me with my horrible time management, even though I struggled a bit when it came to attaching the different limbs to the body but I was thoroughly surprised by my own abilities because it had been 14 weeks since my first class where I had only created a snowman for my exercises to now for me to finally create a character I like by using the techniques I've learned. My struggles, as mentioned before, mostly came from attaching the limbs to the body by using the 'Bridge Edge Loops' function; It was quite hard for me to figure out which nodes I needed to keep and delete since the character had a lot of limbs that were too attached to the body rather than being it's own separate entity. Throughout the 14 weeks, I was able to learn many new techniques in Blender which helped me create the things in my projects and the different lighting techniques that helped improve my rendered images by a lot.


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