Tuesday 16 December 2014

End of Character Project



This week I rushed through the texturing in the three days remaining and it really shows. The textures are flat and uninteresting; there is very little material definition across the model. I think the only reason the jetpack reads as a jetpack is because PBR creates good metallic materials easily. The quality of the mesh and texturing are vastly different, the complexity of the mesh compared to the complexity of the textures make them both look like they are from two completely different games or even generations.




That said I am really pleased with the mesh, I think for the most part my topology is neat and smooth and would allow for good deformation if it were to be rigged, if I had more time I would’ve liked to have rigged and posed it but as it is it hardly seems worth posing this model as it is so far away from portfolio quality.




It’s not just the rushed textures that let it down but also the poor design, it was set to fail from the start, as the saying goes: “you can’t polish a turd” it was a bad design and no amount of good modelling and texturing would have changed that. I think I spent far too long trying to come up with a good design for the character, and after all that time spent I still had no good designs.


If I was to do this again I guess the only way to come up with better designs is to do more of them, so by that logic I’d have to spend much longer than I did designing, so I’d design for most of the project, hope that one design is good and then create a very low poly model to save time modelling. But even then I might not come up with a good design, so all I can take away from this is that I’m a bad designer and that’s something I need to work on.



I’ve really let myself down with this project; I can and have done far better than this. I feel as if I’m at my lowest point right now, this is the first brief I’ve really failed in. All I can do now is try harder next time.

Sunday 7 December 2014

3rd Week of Character Project



With the base body mesh complete I went ahead and did some paint overs on the mesh to try to create an interesting silhouette.




From these designs above I liked the bulkier designs that pushed the silhouette away from the regular body shape. I then took the one I liked the most and added detail.




From here I began modelling the jetpack to sit on the character. I experimented with the shape further in 3ds Max to try to push the design further.




When I had finished the mesh I did some basic value studies and unwrapped it ready for texturing next week.




I was hoping to have begun texturing this week, but I wasn’t’ generating good enough ideas for a design, I mostly settled on this one because I was really running out of time. I just ended up selecting an ok design from a selection of bad designs.