Monday 3 December 2012

Today I first improved the quality of my character, I did this by smoothing the body section of him because I was very happy with my polygon count and as my production is for a movie instead of a game I decided the improved quality would be worth the increased poly count.

Character before smooth.
Character after smooth, if my character was being created as a game character rather than a movie I would have found the specific areas of the model that require more detail and manually split each of the polygons around these areas to improve the quality. However as my character is now at the quality I want him at, I decided it was fine to do a smooth in order to curve of the low quality edges.

After I had done this I began to create the ground for my character to stand on, this was a simple matter of creating a polygon cylinder, then deleting the extra faces so I was left with a circular plane and then raising the middle vertex with the soft selection tool switched on. This gave me a perfectly symmetrical island for my character to stand on.

I then followed a tutorial online in order to create a realistic grass texture to add to the shape.
I created this texture in Photoshop using the following tutorial as guidance:
http://www.youtube.com/watch?v=UG74ksdmQkI

It was a very nice tutorial with a fast and effective result. Once I had my complete texture I then applied it to my model and remade the UV map for it, in order to even out the scale of each section of grass. I then scaled the entire UV map until I was happy with the size of the grass.



The only modeling left for me to do now is to create a sword and then stab it in to the grass next to my character, I will then texture the weapon and my characters teeth. Once all the modeling and texturing is complete I will begin rigging and animation.

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