Firstly, I worked on the characters head. I started with half a cylinder at the base of the neck, then worked my way up the head. Whilst working on one half of the model I added symmetry to the modifier stack so I could see what the finished head would look like once I had mirrored and welded the two
halves together.
Secondly, I started with the same shape as the head, the half a cylinder and used the same methods of extruding and
modifying the
vertices to fit the concept.
Then I did the hair and glasses. The method I used to create these parts of the character was box modelling. I started off with the basic cube
model and extruded and bevelled the
squares until I ended up with the parts for my character.
As you can see from the concept, the arms were drawn by the side of the model. But then I thought about it and realised that if I modelled it this way, I would have major problems when it came to the bones and skinning stage. So for the arms I extruded outwards from the original top part of the body I created earlier, which meant I had to visualise where the arms would fall if I raised them up to the 3d character model pose.
For the trousers I used the same method as the head and top part of the body. For the shoes I used the box modelling technique which I used for the hair and glasses.
For the textures of my character I used the UVW unwrap tool to generate a texture map for me to draw on in
Phototshop. In my next post you will see a copy of the original UVW map and the modified one which I created.
I wanted to have a play around in
Photoshop so that my model had various t-shirt designs.
The bones system in my model is a basic one containing 3 spine bones, a neck bone, a head bone, 2 arms, a wrist bone, 2 legs, an ankle bone and two foot bones. I used the
IK Limb modifier for the legs to allow me easier movement when animating the model.
I developed a library of phonemes for my model. This will enable my character to talk and I can
then lip sync to the imported voice over and sounds.
Here's the finished character. I set up a look at
constraint for his eyes
by creating text and a circle, then converting them to editable splines. I then attached them together and converted them to editable mesh. This allowed ammore realistic movement of the eyes and it also allowed me to know which area in the scene my character will be looking at.
Thanks for looking.
Any comments will be greatly
appreciated and if you have any questions I will be more than happy to answer them.