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3D Character Modelling Techniques

Modelling Process:

1. Polygons

A polygon is an area defined by three vertices. These vertices are all defined in a 3D plane with a X,Y and Z axis. Polygons also consist of edges and faces. They are used in all 3D modelling software to create environments, props and characters.

Polygons are manipulated using tools such as extrusion, scale and more. Additionally in Maya a multi cut tool can be used to create more edges and vertices.

In terms of character modelling polygons are often used due to their ability to mimic the modelling style of clay. Which is why it is a good geometry in creating hard surfaces as well as soft surfaces for characters particularly when you use smooth or add more subdivisions. 

2. Extruding

Extruding can be done on polygons to thrust out a selected area in any direction. This tool is vital in the creation of most things in Maya as it shapes the polygon how you want it.

The process of extruding in terms of characters it allows a modeller to control which areas are pulled, pushed and sculpted. A character modellers success is often displayed in their ability to extrude appropriately. Characters arms, legs and neck are mostly when the extrude tool is used. 



3. Subdivisions    

Subdivision modelling is a technique of digital 3D modelling used to create clean models with high levels detail that look good when rendered. It increases the vertex count giving objects a smoother look.
                    

Subdivision modelling is the core choice for modellers of characters because it means you can start off with a low poly mesh which is often used in games. And you can take a low poly and with use of subdivisions can turn into a high poly for use in AAA games, TV, Animation and live action VFX.

Animation/Motion Generation:

1. Key-frames

A key-frame is a location on a timeline marking the beginning or end of a transition. It holds the information that defines where a transition starts or stops. The timeline is started going from frame to frame which creates the illusion of motion. Generally speaking the more key-frames, the better the quality of the animation.

In terms of animating a character key-frames are produced by first posing a character in various stages of movement. This could include creating character walk cycles, running cycles and other animated movements. This process in maya is done by setting key-frames on character control curves and updating them when a character is posed again along another frame.

2. Motion Capture (Mo-Cap)

This is where actors wear a suit with special markers on them which allow their movements to be tracked by a computer. This allows characters to have a more realistic look in video games. However it is also used in film and TV for example in Planet of the Apes.


3. Rigging

This is where you give your modelled character a bone structure. In Maya this is done with the joint tool under the skeleton tab. Rigging makes the animator's job easier as it allows them to see what will move and where.

Once the character is rigged with bone structure the following process would be to add control curves which allows for easier key-framing and is produced by parenting, orientating them in connection to the bone structure itself.

Application:

1. Games:

3D characters are used all throughout any game. They are can take the form of: Non-playable characters (NPCs), other players and your own character. They will also be used as characters in cut scenes. This will be done by first creating the character model, texturing it and animating it. This is done throughout the Uncharted series.

2. TV:

They can also be used the same way in TV as 3D modelling is so accessible, cheap and effective. In some shows they will be the characters seen for example, in children's shows such as Star Wars: Clone Wars.

3. Film:

In animated films 3D modelling is used in the same way, to create characters where as in live-action films they will be used to create a better environment, like in The Wolf of Wall Street.












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