Client Related Practice & Self Initiated Project: People Progress #3 – Ear Tutorial

Instead of simply having the ears as a texture as my colleague Adam would have suggested I do, I opted to model them solely on the principle that I had yet to model them before and it would be beneficial to have this as a template piece for any future projects I may undertake involving character modelling.

I found the tutorial to be very useful in helping me understand a quick and easy way to model the human ear. One of the few downsides to the tutorial is that it’s done using a different piece of software than 3DS Max, the other being that the individual recording this tutorial appropriates their 3D model by their own reference material of which won’t be accessible to the viewer, so you have to locate a replacement that won’t follow the same geometry as the tutorial and can distort results. Below are the results that I came up with once completing the tutorial, also including the updated mesh of the face that is constantly undergoing improvement, there are geometry issues that show more with smoothing applied but are generally unnoticeable in this low polygonal state.

 

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Client Related Practice & Self Initiated Project: People Progress #2 – Human Head Tutorial

After receiving the feedback on the original human head, I got to work swiftly on creating an alternative with a more accurate topology. To do this, I finally sat down and found a tutorial online that sufficiently helped me in understanding how to correctly model a human head. I found it to be very useful in terms of simplicity to the concepts of face topology but it does lack an explanation of why certain topologies are needed, that could be better explained to a newcomer to the concept.

Below is the result of following the aforementioned tutorial, done in order to achieve a greater geometrical shape. I think it’s a reasonable effort for my second attempt at a human head and first utilising a tutorial. There are certain aspects of the topology that I know are incorrect and could be improved upon, but for now I believe it’s more beneficial to move on with the model and progress to creating the entire character.

Client Related Practice & Self Initiated Project: People

Client Related Practice: After much deliberation on what I should do next within the project, I noticed my colleague Adam was creating people in order to populate the level. Having a personal interest in character modelling and an expression to do so potentially later in my career, I took it upon myself in my own personal time to have an attempt at modelling a template head that my aforementioned colleague could potentially use as part of a whole character model. Due to the task not necessarily being mine to begin with as it belonged to my colleague, I approached it in an extremely casual way of which I didn’t use a tutorial as I wanted to see how well I could model a human head without direction.

The casual nature of this approach led to a moderately decent attempt at a human head that I knew I could do better in. When it came down to our group critique of which we gathered around and suggested any improvements to the assets that were currently placed within the level, I offered Adam the option to use my human head with his character model that he was creating. Opting to use it, it was displayed during the critique and the constructive criticism received of the model, in particular the head, was that of incorrect topology.

Self Initiated Project: As a tertiary objective, one of the tasks is to create the human antagonists that would populate the level within Unity and seek the player out. Now I knew this wasn’t a primary objective and that the house was priority for completion within this project. Seizing the opportunity within the Client Related Practice module to create people was an effective way to work on this for both modules without sacrificing too much time away from the priority objective.