A Good Modelling for Animation
A Good Modeling for Animation
Character modeled for animation is modeled to deform well in animation. In order to tackle high poly modeling, it is necessary to follow some steps to create a good modeling for animation.
The first step is documentation representing the details about the anatomy, proportions, costumes (as the example shows a character dressed in a neoprene suit) and functionality.
Artwork represents the second step, finding the details about the materials and shapes for the modeling stage.
Establishing proportions as the third step suggests several layers that help at the modeling of the animation character.
The first layer is the use of the human skeleton for the realistic proportion (7 ½ heads tall) and marking the bones further help determine the proportion.
The second layer represents the base geometry (Zsphere tools are used to establish basic shapes).
The third layer is the creation of the neoprene suit geometry.
The fourth step is the base proxy model when the fourth layer is added: the object library which are modularly built and mirrored.
The fifth step is about adding detail as the base geometry is imported to Zbrush while each subtool is divided and sculpted according to size and visibility.
The sixth and final step the final presentation when all the subtools are exported to Maya as a single geometry.
Reference
http://www.amc.ro/uploads/sessions/1_Diver/AMCpixelfactory_Sessions_01_Diver_EN.pdf
Nice steps for creating a model of animation. I wonder if it is also possible to make a finished model without following the steps listed above?
Well it depends on what you need. For example this character was created for a game, so the guy that did it made 2 versions of it (low and high poly). In the end it seems like there’s no right and wrong. …everyone is building his own style of modelling.
Your article is really very nice. A good poly work &sculpting work . Thanks.