One of the most important aspect's to a good computer model
is good topology if the topology of the model isn't taken into account then it
will become allot more difficult to rig skin and animate. Good topology also
makes it easier to change later. The key to this is to start with a low amount
of polygons until you have the right shape you're looking for then you can just
add on edge loops and extrusions to add more detail and smoothness. A good
amount of polygons allows smoother skinning and animation. Working from
reference allows more accurate results in the form of the shape of the character,
which is why using a drawn character concept of the front and side allows the modeller
to create the character accurately in 3D.
There are 2 types of polygon for modelling, squares which
are best for creating smoother deformations and shading. This type is best for
animating complex characters. While triangles are better for video game
characters since they take up less rendering time.
Triangles should be avoided for animation, they lead to tears rips and rough deformations.
The modeling can make and break your animation and should be taken into consideration from straight at the beginning
Triangles should be avoided for animation, they lead to tears rips and rough deformations.
The modeling can make and break your animation and should be taken into consideration from straight at the beginning
UV mapping also makes a good model because the better a
character has been mapped out for texturing the more detailed and accurate the
textures will look when applied to the final model.
Lastly a model should always be made in a T pose if not rigging and skinning becomes very difficult.
Lastly a model should always be made in a T pose if not rigging and skinning becomes very difficult.
image
https://uk.pinterest.com/betopra/character-topology/
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