Animation for the Creative Industries – Cleaning up Files and Materials for Scripters and Layout Designers to use for demonstration.

I originally began with the eyes drawn directly onto the textures used for the face, but this wasn’t working well as the resolution was noticeably bad. I put the eyes in their own space:

This looked much better on the character models:

I made sure that all of the facial features and hair fit to the model, and worked with the facial feature textures on the main body of the character model. I then sent these to the scripters:

Animation for the Creative Industries – Additional Prop Modelling and NPC Texture Progress

I finished up texturing the customer NPC’s, giving them 2D facial features like eyes, moles, scars, freckles. I fixed all of my FBX files for facial features to match the new positioning of the character model, which needed to be adjusted for rigging. I ensured that all of my textures worked with the various 3D model features that have been made.

The other prop modellers in the team also drew up an additional prop list, as we had room and time to add more. I spent the evening modelling the additional props I volunteered for:

  • Police Car
  • Tree
  • Spray Bottle/Bleach bottle
  • Sign Post

I started by looking at references on sketch fab, for inspo on low poly assets but also looking at the topology itself for an idea of how my topology should look:

 

Low-Poly Police Car by JD24 on Sketchfab

 

Reference

I carried on with modelling my props:

I brought the assets into UE5, again, to check that they work — I’m happy with how the models turned out. I did quite a bit of research on Sketchfab before I started, and I believe it helped my understanding of the construction in topology, particularly with the trees and the police car.

My list work whilst sorting NPC and additional assets (Bonus Doodles):

 

Berkeley College Animation Classes – Assignment 5 (final pass for walk cycle deadline) and 6 (blocking out jump pose)

This was my final pass before deadline for the walk cycle assignment. I’m pretty pleased with it, but I wouldn’t say fully satisfied. The feet don’t look firmly planted on the floor when he moves.

I also completed the first block out of poses for the jump animation assignment.