This is an overview of creating high polygon realistic 3D characters ( with a particular leaning toward the creation of the above model ). My inspiration for writing it, was that as a long time videogame artist used to working with real-time constraints, I wanted to learn high resolution modeling techniques, and I couldn't really find all the info needed on the subject in one handy place. It's a pretty barebones overview, since there is an entire books worth of material if everything were to be covered in serious detail. So I'm really talking about high level principles. It's also geared toward capturing a likeness, since that makes up the vast majority of the work I do, but I wont talk about rigging or lighting or rendering, since they're really not my areas of expertise, and entire tutorials in themselves. I'm attempting to keep it as non software specific as possible, but forgive me If I lapse into occasional Maya terminologies.
This is a tutoral showing roughly the steps from idea to a finished realtime character. The tutorial is based on the work we do for the Project IGI game at Innerloop Studios.
This is an introduction tutorial on animating Timmy Foo. I'll explain the various controls on Timmy, how to use them. And I will also explain a bit about the animation process. At the end of this tutorial you'll be ready to animate Timmy Foo (I hope).
3ds Max 9 Bible Author: Kelly L. Murdock; Buy New: $31.49 Rendering with mental ray & 3ds Max Author: Joep van der Steen; Buy New: $34.62 Realistic Architectural Visualization with 3ds Max and... Author: Roger Cusson, Jamie Cardoso; Buy New: $45.10 Modeling a Character in 3DS Max, 2nd Edition Author: Paul Steed; Buy New: $29.67 3ds Max 9 Essentials Author: Autodesk; Buy New: $32.97 Introducing 3ds Max 9 Author: Dariush Derakhshani, Randi L. Munn, ...; Buy New: $23.09 Essential CG Lighting Techniques with 3ds Max Author: Darren Brooker; Buy New: $32.97
3ds Max 9 Bible Author: Kelly L. Murdock; Buy New: $31.49 Rendering with mental ray & 3ds Max Author: Joep van der Steen; Buy New: $34.62 Realistic Architectural Visualization with 3ds Max and... Author: Roger Cusson, Jamie Cardoso; Buy New: $45.10 Modeling a Character in 3DS Max, 2nd Edition Author: Paul Steed; Buy New: $29.67 3ds Max 9 Essentials Author: Autodesk; Buy New: $32.97 Introducing 3ds Max 9 Author: Dariush Derakhshani, Randi L. Munn, ...; Buy New: $23.09 Essential CG Lighting Techniques with 3ds Max Author: Darren Brooker; Buy New: $32.97
3ds Max 9 Bible Author: Kelly L. Murdock; Buy New: $31.49 Rendering with mental ray & 3ds Max Author: Joep van der Steen; Buy New: $34.62 Realistic Architectural Visualization with 3ds Max and... Author: Roger Cusson, Jamie Cardoso; Buy New: $45.10 Modeling a Character in 3DS Max, 2nd Edition Author: Paul Steed; Buy New: $29.67 3ds Max 9 Essentials Author: Autodesk; Buy New: $32.97 Introducing 3ds Max 9 Author: Dariush Derakhshani, Randi L. Munn, ...; Buy New: $23.09 Essential CG Lighting Techniques with 3ds Max Author: Darren Brooker; Buy New: $32.97
I am taking Modeling for Game Design this quarter and our final project is to model a character. I modeled a horse for the vehicle project, and the process page for it can be viewed here. I want to go even further in depth into my modeling process. I am doing this for two reasons. First and foremost is so that any potential employers looking through my work can get an idea behind my workflow. The second reason, is because so many people model WRONG! Not that my way is the only right way (but it is a right way), but that I found it to yield superior results to the process I have seen my classmates and online peers use. So to begin, I want to show how most people model.
Exaggerated action is what makes good animation great. Study the Short Bounce for a while and practice the principles behind it in your own animation. It's VERY important to MASTER this action and principles behind it in your own character animation before moving on to The Long Bounce. You must know the basic rules before you can break them.
Hello there. Welcome to my character walk through I'm not sure if you can call this a tutorial as I will just be showing different stages in the building of a character called Kreacher
Final smoothed model with blendshape turned on at left and unsmoothed wireframe at right. Note from the wire that I'm less concerned about the occasional n-sided polygon in my tunic than I am the face. You generally don't want too many n-sided polygons near the facial features that might be animated.:
Of course, this might tend to almost contradict what I was just saying about keeping the UV layout as close to the polygonal layout as possible, and technically speaking it does ( which is why I mentioned If using a relax function, to use it subtly ) , since the relax changes the UV's co-ordinates in relation to one another. But when it comes to complex geometry, there really is no alternative, and it ends up being a compromise between the two concepts. After some scaling, moving UV's by hand ( this is the bit where you're glad your control cage is reasonably light ), and stitching, I ended up with this:
This is an overview of creating high polygon realistic 3D characters ( with a particular leaning toward the creation of the above model ). My inspiration for writing it, was that as a long time videogame artist used to working with real-time constraints, I wanted to learn high resolution modeling techniques, and I couldn't really find all the info needed on the subject in one handy place. It's a pretty barebones overview, since there is an entire books worth of material if everything were to be covered in serious detail. So I'm really talking about high level principles. It's also geared toward capturing a likeness, since that makes up the vast majority of the work I do, but I wont talk about rigging or lighting or rendering, since they're really not my areas of expertise, and entire tutorials in themselves. I'm attempting to keep it as non software specific as possible, but forgive me If I lapse into occasional Maya terminologies.