December 23

Week Ten – Adding detail and baking normal maps

Once I had modelled all the individual parts of the character, I started to work on joining them together into one object.  I had the torso, waist/legs, hands and head all separate. Firstly I grabbed my edges and made sure they were level by doing “Shift+S”. I then joined the two parts I wanted to join together, after that I selected the edge on the free part and the main part and selected bridge edge loops. I had to do this a couple of times as I was some parts had more edges than others and this caused a few mistakes but I was able to resolve. I then made sure to go around the newly created faces and dissolve some edges to make sure I was working with quads and not triangles.

After modelling the characters body I started looking at modelling the clothing and adding the details to it.

 

 

My character was designed to wear a yellow raincoat so I duplicated the torso and then added solidify to it. Initially when creating the hood I used a sphere and cut loops for the moths ears, deleted the faces at the top and the bottom to create the hooded shape and then joined the hood and coat together by connecting edge loops. When in class and talking to Mike, he discussed about the triangles and n-gons in my model, so I spent a lot of class rectifying these and making sure that everything was made up of quads and as little triangles as possible. We also discussed how I created the hood and that if using a sphere I should have tilted the top faces forward and deleted off, or used a cube and applied a subdivision to round it off into a more spherical shape. When discussing this I realised that I had made the model more complicated by creating it as I had and therefore I deleted the hood and remodelled it as a cube with a subdivision. I did attempt to use multires on the coat to add in crease details, however I kept running into issues with this and no matter how much I tried to rectify them I was never able to resolve so I decided to just move on and proceed without using multires on this model. I will start looking into more tutorials and practice with using multires as its something that is completely new to me and I obviously don’t have the confidence to successfully apply it yet.

 

By doing this I reduced my use of triangles in the model and made the next processes easier.

When bridging the edge loops to the coat this time I came across another issue where there was a bulge that I couldn’t smooth.

I researched into what could cause this and found a blog that someone had made about having the same issue. This stated about interior flipped faces, so I used the “shift+n” and then tried to bridge edge loops again and this seemed to resolve the issue.

  

I spent time this week focusing on my UV maps and making sure I placed seams accordingly. I struggle with this process quite a lot so I made sure to allocate the time into making sure they were done to the best of my ability and understanding. When looking over some UV maps I had done I realised that the sleeves weren’t seamed enough and the UV map lost details in the texturing process so I made more seams and adjusted accordingly. I then joined all the parts together and created one UV map for texturing.


Posted December 23, 2023 by kirkpatrick-s11 in category 3D Digital Literacy

Leave a Comment

Your email address will not be published. Required fields are marked *

*