Reflective Summary.
For this assignment we were to create a character or creature and then we were to model this character in either Blender or Zbrush.
Our assignment was to create a story with how the character was designed. How it was posed, the environment and where the character was placed. The environment was to be done in Unreal Engine.
I decided to use Blender to create my character because I was unable to access ZBrush. However, I was happy to use Blender as I am more familiar with the programme having used it for previous work.
When researching for the project I decided to look up a few types of deers. I decide to base my character design on a European Fallow Deer. I chose the Fallow Deer because of their fur marks.
Originally, I had wanted to have her wear a mask based on a Chinese Water Deer, but decided against this idea when I came to modelling. I felt sticking to the Fallow deer was the way to go.
I also looked at Fauns. I liked the idea of a mythical creature. Deltarune’s Noelle and CS Lewis’ Mr Tummnus were my main inspirations for creating this character. I also got a lot of inspiration from the game Sky: Children of the Light.
Wax Deer character profile
The profile for my character is a humanoid deer made from wax that lives in a forest. The wax deer is a friendly creature who helps the lost navigate through the forest. The Wax Deer is only seen at night and when she appears the night sky has a pinkish hue to it.
Methodology
Below is how I went about creating the character.
I was careful about making sure the retopology had loops. This would help when it came to posing the character. I was determined to have the retopology look clean and easy to read. I was able to do this by going into sculpt mode and using the smooth brush set to surface I was able to clean the retolopgy thought out my model.
I found character creation, model and sculpting much easier this time around. I was able to draw from last year’s work and experience which really helped with this assignment. I think over all, my retopology skills and understanding is much better than last year. I was able to model the hair and eyelashes which would have been beyond my scope last year.
I was extra careful when it came to weight painting my character for this assignment. The last time I had to model a character, I hadn’t done much weight painting. I didn’t know what it was or understood how it worked but I spent some time over the summer months practicing modelling, retopology, UV, substance texturing, rigging and weight painting for a couple of characters. This greatly helped my understanding of how the pipeline works and helped me gain better skills for this assignment.
I found the retopology class exercises very helpful when it came to doing my retopology for my character. This was particularly beneficial when it comes to posing the character as it really helped me to understand how to pose better.
In UE I tried to give the sky a purple/pink hue to better match with my character’s profile as well as adding in some pink flowers.
If I were to do this assignment again there are a few changes I would make.
I would try experimenting in unreal Engine more and try to better convey a story with my final render. I would also try to add more textures to the ground to give the scene more depth and try to have decals in my UE scene as I didn’t find a way to have them in my final scene. If I had been able to do that, it would have made the story richer. If doing this again, I would also try to give the whole scene a pinkish hue which could be done by editing the Lights or editing the final render in photoshop.
I would also make sure my UV for Texturing were all correct before proceeding and make sure the seems didn’t disappear on me. I would also plan out the clothing design and creation better in blender. I think the cape could have been done better especially as I found in difficult to model and I had to redo it. I still wasn’t overly happy with the end result of the cape.
I would also take time to properly understand UDIMS so I could get the benefit of higher detail in my final render.
Overall, I did best on the retopology for this assignment and I think I had a pretty good understanding of how to rig and weight paint my character.
Reseach