Game Art - Project 2- 3D modelling

Week 11-14
Jessica Tjoe / 0361482
Game art/ BDCM/ Institute of Innovation and Technology
Project 2 - 2D/3D Character and Environment


Instructions

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3D modelling. 

So where do I start. I don't particularly hate the subject of 3D modelling, its just not my specialty. Especially not with my computer when unity/ unreal engine is involved and my storage unit just explodes creating a whole system shut down. 

I had to settle for zbrush. It was a familiar face. I didn't want to relearn a whole interface that is blender in the span of 24 hours. Especially since I forgot the hot keys. We were tasked with creating either a 3D model for our character or prop. or a 2D environment and UI if that was the case. 

Blocking
Figure 3.0: Alice_3D Character Block out

For Alice's head I took a sphere and trimmed it down to something that resembled a head, the rest of the body I just had to follow proportions. Alice's design is very bottom heavy since she is a ghost, her skirt layers resembles patterns like flowers so I used a sphere and a cone to get this shape, she also doesn't have any legs since she's a ghost so another point to using the cone. I used cylinders for her arms and neck and cut and sized down cubes for her torso and waist. Using the curved knife I cut the cube into a more triangle shape and adjusted it for her torso. 


Figure 3.1: Guitar_3D Asset Block out

Her Guitar on the other hand was very simple. it was just a rectangle that I cut up with curved knife tool and the neck is just 2 rectangles that I placed on different angles and welded together by merging their layers. I then used the masking tool for some shade. 

After all that my lecturer advised me to just focus on the character rather than the weapon. 

Progress

Figure 3.2: Progress shot 1 (uncanny valley)


Out of everything I've done this semester, this is truly a trust the process moment. By this point I had finished sculpting the breasts, torso, horns, gave her eyeballs and an open mouth. I welded the top and bottom parts together and it wasn't looking half bad. It was very creepy. I showed this to my lecturer and he just said to continue. And eventually this was the result!

Figure 3.3: Progress shot 1 (Front)

Figure 3.3: Progress shot 3 (side)

Figure 3.4: Progress shot 4 (back)

Which wasn't bad. By anymeans it was quite the improvement from the time I took anatomy and character sculpture! Once that was done I used polypaint and coloured everything in and eventually I ended up with one heck of a sculpt. 

Final Sculpt

Figure 3.5: Alice_Final Character 3D sculpt

I used polypaint and added a couple of finishing touches like her fishnets and added her skull. I'm actually very proud of this. This is the first time I've actually enjoyed sculpting a humanoid figure in 3D. I used some poly paint and a different brush setting to get the texture on her skirt and everything ended up looking so good! Now on to the final render!


Final Render

Figure 3.6: Alice_Final Render

It took me a while but this looks insane. I chose a lightbox which looked like the game's render, it also looks a little bit like the character models of hi-fi rush.



Feedback

Personal: Just continue working on it and you'll see results. And work faster. 


Reflection

Findings
I know how to make turn tables in zbrush, but the problem is the videos quality is lower than what I'd imagine. There also a lot of different lightbox prepacks that I'd like to experiment with. And Unity crashed my laptop.

Observation
Towards the end of the sculpt I began noticing tiny details that I haven't done throughout the whole sculpting process. I started getting very particular about things towards the end and I think it speaks about how I have improved. 


Experience
The whole thing was fun for me and was less stressful this time around. I can't believe that I actually had fun sculpting a humanoid character. which was insane. 


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