http://thundercake.deviantart.com/art/Unique-Character-Design-Tips-105722545
http://floobynooby.blogspot.com/2011/12/tips-on-character-and-costume-design-by.html
http://www.computerarts.co.uk/features/20-character-design-tips
http://mangainternational.tumblr.com/post/5920369800/tips-for-successful-character-design
CCA Character Modeling
Thursday, January 31, 2013
Thursday, January 24, 2013
Character Modeling tips and tricks
1. research
2. use reference planes!
3. draw - even in Maya!
4. establish "flow" as early as possible
5. Plan challenging areas in advance
6. Understand extrusion and smoothing
7. Quads everywhere
8. Use split poly, not interactive split tool
9. repeat thematic shapes and cuts throughout the model
10. Plan edges in advance
11. "Round out" the box model
12. Sculpt (move points) either the existing detail or scaffolding for future detail before adding additional detail.
13. Understand muscle structure and anatomy
14. Use snapping
15. Model symmetrically using reflection or by mirroring the geo
16. Mirror geo with merge verts SUCKS - use this script instead, and lower mergeThreshold until good:
polyMirrorFace -ws 1 -direction 1 -mergeMode 1 -ch 1 -mergeThreshold 0.01;
17. Look on cgtalk at killer models and see if the artist posted wires. If so, study and deconstruct
18. Use a wacom tablet, set it to mouse mode, and make the two pen buttons MMB and RMB
19. Use G (repeat last command) and Y (repeat last tool)
20. Save often!
21. Use soft select (B) to make gradual shape changes.
22. Delete the history as you go.
23. Use F and A to frame selected and frame all - huge time savers!
24. Duplicate "good" models in progress and move them off to the side. Keeping copies of your progress helps to prevent progress loss.
25. Understand how to up and down res topology
http://www.3dworldmag.com/2011/09/21/create-the-best-character-models-for-games/
http://poly-face.com/Article_3D_Modelling_-_8_Tips_on_How_to_Make_Incredible_Character_Modelling
2. use reference planes!
3. draw - even in Maya!
4. establish "flow" as early as possible
5. Plan challenging areas in advance
6. Understand extrusion and smoothing
7. Quads everywhere
8. Use split poly, not interactive split tool
9. repeat thematic shapes and cuts throughout the model
10. Plan edges in advance
11. "Round out" the box model
12. Sculpt (move points) either the existing detail or scaffolding for future detail before adding additional detail.
13. Understand muscle structure and anatomy
14. Use snapping
15. Model symmetrically using reflection or by mirroring the geo
16. Mirror geo with merge verts SUCKS - use this script instead, and lower mergeThreshold until good:
polyMirrorFace -ws 1 -direction 1 -mergeMode 1 -ch 1 -mergeThreshold 0.01;
17. Look on cgtalk at killer models and see if the artist posted wires. If so, study and deconstruct
18. Use a wacom tablet, set it to mouse mode, and make the two pen buttons MMB and RMB
19. Use G (repeat last command) and Y (repeat last tool)
20. Save often!
21. Use soft select (B) to make gradual shape changes.
22. Delete the history as you go.
23. Use F and A to frame selected and frame all - huge time savers!
24. Duplicate "good" models in progress and move them off to the side. Keeping copies of your progress helps to prevent progress loss.
25. Understand how to up and down res topology
http://www.3dworldmag.com/2011/09/21/create-the-best-character-models-for-games/
http://poly-face.com/Article_3D_Modelling_-_8_Tips_on_How_to_Make_Incredible_Character_Modelling
Monday, January 21, 2013
Character Modeling ANIMA21001
Greg Lemon, greg.lemon@gmail.com
Spring 2013
Thursdays 4 to 7 pm
This course is an introduction to the methods and tools of character modeling. Students will learn to create fluid, organic character models from original concepts, and will explore a variety of modeling styles, including realistic and caricature. Maya and Mudbox will be used for this class.
Course Learning Outcomes:
Upon course completion, students should be able to:
Class Structure:
This is a three (3) hour class meeting once per week. The class will consist of lectures, demonstrations, critiques and lab time.
Expectations:
Grading breakdown:
Greg Lemon, greg.lemon@gmail.com
Spring 2013
Thursdays 4 to 7 pm
This course is an introduction to the methods and tools of character modeling. Students will learn to create fluid, organic character models from original concepts, and will explore a variety of modeling styles, including realistic and caricature. Maya and Mudbox will be used for this class.
Course Learning Outcomes:
Upon course completion, students should be able to:
- Proficiently ulitize all modeling tools in Maya and Mudbox
- Identify the most effecient way to build a character mesh
- Manage and arrange edge loops for effective deformation
- Arrange splits and merges at areas where increased topographical resoluton is needed
- Communicate the essence of a character through the shape of the model.
Class Structure:
This is a three (3) hour class meeting once per week. The class will consist of lectures, demonstrations, critiques and lab time.
Expectations:
- Come to class. Missing three (3) classes will result in an F grade for the course.
- Deliver story assignments on time. Late work will not be accepted.
Your grade in this class is based on 3 modeling projects and class participation.
Class Participation: 10%
Come to class, participate in discussions and critiques, and be passionate about your work!
Stylized Character - DUE WEEK 5 - 25%
Your first project is to design and model a stylized character. Stylized characters are caricatures of reality, and share the following features:
Realistic Character bust - DUE WEEK 9 - 30%
Your second project is to design and model a realistic character bust. Realistic characters are still caricatures of reality, and share the following features:
Good examples of realistic characters can be found in fx shots created by companies such as ILM, Digital Domain, etc.
This project is a bust, meaning that you can focus on modeling the character from the chest up.
Class Participation: 10%
Come to class, participate in discussions and critiques, and be passionate about your work!
Stylized Character - DUE WEEK 5 - 25%
Your first project is to design and model a stylized character. Stylized characters are caricatures of reality, and share the following features:
- cartoonish proportions
- exaggerated or subdued features
- believable anatomy and silhouette
Good examples of stylized characters can be found in most CG animated features from Pixar, PDI/Dreamworks, etc.
Realistic Character bust - DUE WEEK 9 - 30%
Your second project is to design and model a realistic character bust. Realistic characters are still caricatures of reality, and share the following features:
- realistic proportions
- features can be exaggerated, but anatomy has to support it
- realistic anatomy and sihouette
This project is a bust, meaning that you can focus on modeling the character from the chest up.
http://forums.cgsociety.org/showthread.phpf=121&t=1077576
http://forums.cgsociety.org/showthread.php?f=121&t=1064562
Each character modeling assignment must adhere to the following guidelines:
Week 1 – 1/24
Lecture:
Introductions
Maya review
Saving files, project structure
Primitives vs planes
Cubes, spheres and conesOne piece vs multiple shapes
Nurbs vs. Polys vs. SubD
quad faces and ideal topography
1,2,3 keys and smoothing.
Model sheets in Illustrator
Play:
model basic box-biped with face
research character, sketch + model sheet workshop
Week 2 – 1/31 – Intro
Week 4 – 2/14
Week 5 – 2/21
Week 6 – 2/28
Week 7 – 3/7
Week 15 – 5/2
http://forums.cgsociety.org/showthread.php?f=121&t=1064562
Final Character - 35%
Create a concept and model an original character. The character can be realistic or stylized, or somewhere in-between.
Due last day of class.
Create a concept and model an original character. The character can be realistic or stylized, or somewhere in-between.
Due last day of class.
Modeling requirements
Each character modeling assignment must adhere to the following guidelines:
Characters must be based on a time period and/or culture, or a combination of both.
Time periods/cultures
Ancient
Egyptian
Greek/Roman
Middle Ages
Arabic
Feudal Japan
Renaissance
Victorian
Old west
Gilded Age
1960/70's
Futuristic/cyberpunk
Futuristic/steampunk
Characters must have a job/occupation, which will be a major inspiration to their look.
Baker
Banker
Guard
Dancer
Teacher
Nurse
Athlete
etc...
Reference/research
You must research existing people/characters to build your model from. Look at examples from film, history, games, etc.
Your research portfolio for each modeling project should include:
- Fictional character reference (film, tv, games) -
- Non-fictional character reference (history, science, etc)
Technical requirements
Character models must include the following:
- Full body + facial features
- Clothing/outfit
- 3 accessories (non-anatomy/non-clothing related items)
- glasses
- ring
- sword
- book
- backpack
- etc
Week 1 – 1/24
Lecture:
Introductions
Maya review
Saving files, project structure
Primitives vs planes
Cubes, spheres and conesOne piece vs multiple shapes
Nurbs vs. Polys vs. SubD
quad faces and ideal topography
1,2,3 keys and smoothing.
Model sheets in Illustrator
Play:
model basic box-biped with face
research character, sketch + model sheet workshop
Week 2 – 1/31 – Intro
Due:
Research, character sketches and model sheet
Lecture:
Planning
Shape analysis, finding basic forms.
Edge flow analysis in Illustrator
Week 3 – 2/7
Shape analysis, finding basic forms.
Edge flow analysis in Illustrator
Modeling basic forms
Establishing ideal flow
Soft-select and reflection
Non-linear deformers
Corners, curves and creases
Duplicating on the go
Play:
model character
Week 3 – 2/7
Due: blocked character model
Lecture:
advanced extrusion using curves
sculpt geometry tool
mirroring geometry
making clothes from initial mesh
simulating cloth
prop/hair modeling
Lab:
work on character
Week 4 – 2/14
Due: 1st pass complete character model
Lecture:
Student-led-critique
Lab:
work on character
Week 5 – 2/21
Due: stylized character models
Lecture:
Planning for realistic character model
Sculpting in mudbox
Lab:
research and build reference portfolio
Week 6 – 2/28
Due: 1st pass complete character model
Lecture:
advanced topology branching
Lab:
work on character
Week 7 – 3/7
Due: 1st pass complete character model
Lecture:
advanced extrusion using curves
sculpt geometry tool
making clothes from initial mesh
simulating cloth
Lab:
work on character
Week 8 – 3/14
Week 9 – 3/21
Week 10 – SPRING BREAK
Due: 1st pass complete character model
Lecture:
advanced extrusion using curves
sculpt geometry tool
making clothes from initial mesh
simulating cloth
Lab:
work on character
Due: Realistic character bust
Lecture:
advanced extrusion using curves
sculpt geometry tool
making clothes from initial mesh
simulating cloth
Lab:
work on character
Due: 1st pass complete character model
Lecture:
advanced extrusion using curves
sculpt geometry tool
making clothes from initial mesh
simulating cloth
Lab:
work on character
Week 11 – 4/4
Week 12 – 4/11
Week 13 – 4/18
Week 14 – 4/25
Due: 1st pass complete character model
Lecture:
advanced extrusion using curves
sculpt geometry tool
making clothes from initial mesh
simulating cloth
Lab:
work on character
Due: 1st pass complete character model
Lecture:
advanced extrusion using curves
sculpt geometry tool
making clothes from initial mesh
simulating cloth
Lab:
work on character
Due: 1st pass complete character model
Lecture:
advanced extrusion using curves
sculpt geometry tool
making clothes from initial mesh
simulating cloth
Lab:
work on character
Due: 1st pass complete character model
Lecture:
advanced extrusion using curves
sculpt geometry tool
making clothes from initial mesh
simulating cloth
Lab:
work on character
Due: 1st pass complete character model
Lecture:
advanced extrusion using curves
sculpt geometry tool
making clothes from initial mesh
simulating cloth
Lab:
work on character
Week 16 - 5/9
Due: 1st pass complete character model
Lecture:
advanced extrusion using curves
sculpt geometry tool
making clothes from initial mesh
simulating cloth
Lab:
work on character
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