Semester 2
Apologies for being inactive on this blog for many weeks in this semester. I thought it would be a
good idea to dump all my progress at once as many of the things during this project has been slow and tedious. Now that I am coming to the end of this project I can fill you in on exciting parts.
I was very happy with my character last semester. It enabled me to further develop my 3d skills. Although I felt that during the creation process I was focusing too much on the individual parts instead of the character as a whole. I want to further look into creating Celtic textures and details to give him more personality and story.
As this semester is focused on texturing my character, 70% of this projects time has been dedicated to UVING! UV texturing mapping is one of the most important steps to creating a game ready character. If you do not have clean topology or Uv's when creating your game ready version, then you will run into alot of problems later on down the pipline. I wanted challenge myself this semester and create a triple A quality character. I didn't want to worry to much about the poly count of my character because games nowadays can handle it quite a bit. For example the recent "The Order 1886" and " The Last of Us" almost exceeded 100k. This is due to the amount of deformation the character models need to perform the complex animations. As long as I keep within the 100k count which is quite unlikely if I do anyway then it should be fine.
I found the texturing process the most enjoyable part of this project. It's a great breath of fresh air after weeks of messing around with my Uv maps. It's also a process which will
"make or break" my barbarian as my choice of colours, textures & materials will define him. It will tell the viewer his story, background and personality. Hopefully I can portray my perception of him correctly!
Next up! I will post each and individual chapter of this semesters work and take you through each proccess as follows:
Learning Objectives
Final detail pass on high poly character
Create a low poly version
UV unwrap
Project normal details onto low poly version
Texture
Pose
Render in a real time engine