Week 2
PROGRESS
This week we’ve finished the topology of our 4 main characters and their sidekick, Rosett. We’ve also finished the blocking for the tavern, the scenario of the trailer. Here you can see how it looks like.
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CHARACTER CREATION
As we don’t have many news to tell you, we’ve decided to explain you a bit how in the process of character creation and some helpful tips
Before making our characters in 3D, we have to design them. That is done via different concept arts, the more the merrier, this way you can explore different looks for the characters you’re going to make. Using references can be really helpful too, sometimes even if we have an idea of how things look, we don’t really remember them. References from sites like pinterest can help to get those details down with more accuracy.
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Once we have a clear design it is time for the turnaround. Here we will draw the character in the different views needed to model it well (usually front, back and sides. Sometimes adding a ¾ can help too). It is really important to make sure that the proportions are kept the same (it really helps adding reference lines or a layer of other view in low opacity below the drawing you are making).
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The turnaround will be the reference we use for the 3D model. The first part is making the blocking. The blocking is the rough shape of the character, only showing the essential elements, without many details. We’ll add those later on.
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Once the blocking is done, we will start the sculpting process. In this we will add details to the character to have an idea how it will look at the end. We will do a retopology and depending on the project a second sculpting, but you still have to consider how many details you need to make. Is the model for a game which should be optimized? Or you won’t use it for anything else? Can you add detail via textures? Or it must be sculpted? Having things like this into consideration is extremely important before doing the sculpting. You need to know how many details you need to add so you don’t spend too much time rendering or the game you’re doing goes too slow.
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Next part is the retopology. Here we will make a maya? with less polygons than the sculpting so it is more controllable for adding the rigging (we will talk about it later but basically is adding some kind of skeleton to the 3D model) and animating it without the model causing problems. This also optimizes the model, as in the sculpting it usually has too many polygons and can take too much time to render. In some cases, we will do a secondary sculpting after it.
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The last parts are texturizing and rigging. The former is adding materials to give life and color to the models. While the latter is, as I explained earlier, creating a skeleton for the 3D model, this is what the model needs to be able to be posed or moved. In this case, so we can animate it.
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And with that, we will have finished our character. We hope this was helpful or at least you’ve found it interesting. We are also leaving two videos that might come helpful.
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See you in the next post, we hope you have a great week.








