Concept
Draw first, then model
When beginning any type of character design for videogames, you
first need to have an idea. Once you have an idea in mind, then
comes the task of drawing a character. Be sure to free sketch for
a while before you jump into drawing the characters. By this I mean,
that it's a good idea to get loose so that you'll be at your best
when it comes time to drawing the actual character.
Now, what do I use to draw with? Well, personally I use pilot pens, sharpies, mechanical pencils, and on those rare occasions an eraser. Paper is really up to you. If you like heavy stock paper with smooth plate finish, or maybe you're into the rough grainy paper. When I go about sketching, I'll use plain old 11x17 copier paper, which always gets the job done.
The best course to take when approaching a conceptual design is to create a solid front, back, and side view of the character so that you or the modeler will have exactly what you need. In the images below, you can see that we have a generic side view of a man. This will be the main image we'll use to create the army man. The front view of the character has been rendered tight but kept linear to clearly show the outfit. The other advantageous illustration you can choose to create is an action shot of the character in one of his or her many moods.The final image is a shot of the character in the heat of battle. Basically he's taking on everyone.
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Side, Front, and Action views of a proposed character. |
Tags
Tags are the properties of a character that you want to stick out.
Take for instance, Batman with his pointy ears or Wolverine with
his claws. These features should be clearly visible, easily noticed
in a silhouetted shot and at a far distance. As you create your
next character, be sure to add a cool tag that will set them apart
from everything else!
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Batman's ears are a tag that distinquishes the character. |
Generic
The term Generic basically refers to something that looks very normal.
There are no features of the character that stick out; he's just
another face in the crowd. And in this case, we're going to use
the generic human figure. In our book Game Modeling Using Low
Polygon Modeling, we demonstrate the use of creating different
characters by using a very generic human body sketch. Once you have
established a solid character to work from, then changing the weight
and appearance is no big deal. A basic example of this can be seen
in the faces below. The first is normally structured, while the
second has been distorted slightly. The biggest difference would
be the jaw line; which has been increased, the nose was made shorter,
and the mouth and chin have been drawn much larger.
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Generic faces. |
Modeling
Basic Modeling Principles
The following examples illustrate a basic method for making models.
The main tools you need to be familiar with are the vertex, edge,
and face tools. A good understanding of those and their accompanying
options will help you to easily maneuver through your next project.
This and the modeling aspects are illustrated in greater detail
in our book, showing you each step involved in modeling the head,
body, hands, and just about everything else you'd want to know about.
So, to have an idea of what goes on, we'll demonstrate it here.
The
Side View
The first and foremost important view you'll ever need is the side
view. Many people attempt to model characters and creatures using
a front view technique, but to no avail. The importance of a side
view is to capture the stance, the true outlining form, which you
cannot get from a front view. Don't forget, when you are modeling
a character, be sure and use a side view so that the likeness, posture,
and everything else is placed correctly on to the character.
When modeling the character, you will need to place the side view
sketch on the background of the view port and trace around it. So,
with the 2D Line Tool (drawing tool), divide each shape as shown
in below. While you are outlining the picture, make sure that you
are placing the vertices around the same location as I have done.
If you want a character that has a higher polygon count you will
need to add more vertices around his outlining shape so that it
will be smoother.
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Divided Side View |
Once the outline of the character has been established, we need
to give it some life in the 3D world. Us the Extrude Tool and extrude
the character's body and head to half the width of the actual character.
Then extrude the leg and arm the full width of their actual shapes.
You can get the proper widths by using the front view sketch that
we did earlier. Next, divide the character two more times down the
center. This will give us about all the vertices we will need to
finish modeling the character.
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Extruded and Divided Outline |
Now that the model is properly extruded, you can start to refine
each of the shapes. As you see above, the character is very rough
and has extremely hard angles. The side view is really good but
we need to start working over the front and perspective views. First,
let's hide the arm so that we have a clear view of the body and
leg. Next, select the Vertices Tool and select the outside vertices
of the leg. Then with the Scale Tool, bring all the vertices inward
as shown below. Notice that you don't have to use the Scale Tool.
Most of time I'll just use the vertices tool and pull each vertex
inward until it looks good. Once, you've moved the outside vertices,
it's time to work the front view of the leg over. Be sure that while
you're moving the knee cap vertices in, that you have the front
view sketch either as the background image or at least next to you
as reference.
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Smoothing. |
Now that the leg is refined, let's move on to the arm. (If you've
hidden it, you can bring it back now.) Select the arm and use the
rotate tool to raise the arm up so that it's perpendicular to the
body. Once the arm is up, go ahead and start refining the shape
from the front view with the vertices tool. As you can see, we've
pulled the vertices around the elbow inward, given some slight definition
to the shoulder, and tapered off the forearm and hand.
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Refining the shape of the arm. |
In the image below, we have completed smoothing the body. With each
set of vertices, we've slowly pulled them inward so that they will
start sculpting and refining the body. Then in the front view, notice
how we've managed to create a smooth looking waist and jacket bottom.
Don't forget to use the front view sketch for the basic outline
refinement of the character.
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Final smoothing. |
Now that the character is refined, you will need to attach the arm
to the body. (Note: the leg and the head will not be attached, but
if you want to attach them, then go for it!) The image below shows
the arm before being attached. Before you begin attaching the arm,
move it as close to the body as possible.
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Connecting the arm. |
With the arm next to the body, all we have to do is build a handful of faces with the Face Tool ('build' new polygons). Be sure that once the faces are built, that you delete any polygons that are hidden or no longer needed.
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Connected arm. |
The
character is ready for it's twin. Select the whole character and
make a copy. Now that was easy! We now have a perfect match.
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Select the whole character and make a copy. |
Select the copy of the character and Mirror it, so that it'll be
the exact opposite of the original half. Then move the model right
next to the original character. Be sure that they are as close together
as they can get and then weld all the vertices in the center together.
On occasion, you may have to build a few faces if there are any
open areas so make sure to give it a good look over before continuing.
After the character is welded, take one more look at it and you
might notice that the chest line could be pulled inward as well
as the spine, to give it some more depth. If you find something
that looks in need of refinement, then select a tool and go to town.
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Complete model. |
After the character is done, you can start working over all the
accessories. We have already made all the weapons and placed them
on the character. If you'd like some good practice with easy shapes,
take a moment to model out each shape like we've done. (Note: Most
of the shapes are very easy because they are basically boxes and
spheres.)
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Accessories. |
The character is now complete! Great job!! Now let's touch on one more thing that you need to keep in mind while you're modeling…
K.I.S.S
I have often heard this expression used and felt that it would apply nicely here. Since we are in the business of creating low polygon models and are required to make them look fascinating, then keep this in mind when you're modeling…Keep It Simple, Stupid. If things start looking complicated and high, then they probably are, so whenever you get a chance to remove unnecessary polygons or collapse several vertices together, then do it! Remember to try and keep the angles soft, but don't 'waste' a ton of polygons doing it.
Texturing
Cameras
and Photos are our friends
Hours and hours of endless search can happen when you look for textures
on the Internet or in books. So, let's try it from a whole new approach.
Start off by writing down a basic list of pictures you'll need,
go outside with a (preferably) digital camera, enjoy the beautiful
day and take the pictures you 'really' Need. By taking the time
to photograph good pictures you'll increase your artistic talents,
meet new and interesting people, and eventually build up a library
file of huge proportions that you can call your own. Since most
games 'attempt' to create real worlds -- isn't it about time we
start using real world images?
Tweaking
and Cleaning
The last step is to clean your new textures up a little. Most cameras
bring the images in rather nice so the most you may need to do is
to brighten, sharpen, or hue the image just a bit. The choice is
really up to you and the type of game you're creating. Be sure and
take the time to check each image, make sure it's presentable, and
most importantly be certain it's the one you're looking for.
Once the model is done you can create the U.V. maps for the character.
Notice that in the images below, we have pushed all the pieces as
close to one another as possible. If you have some objects that
are going to be the same, then just make sure to lay each of those
shapes on top of each other to conserve space.
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U.V. maps. |
The images below show some of the different texture maps that we made for the model. You could have placed these objects a hundred different ways, so if you have some cooler ideas for a layout, then go for it! With the texture maps complete, we can place them on the character as shown in Figure 28.
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Textures. |
Okay, that's it! You may have a little more cleaning up to do, but other than that, we have a brand new super soldier!
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Smoothing. |
The
Big Picture
Take
a break
Next to creating a cool 3D model, one of the most important things
to do is to step away from your work for a moment. Step away? Why?
Well, because you can be starring at the model for so many hours
that you can easily over look things. So, get something to drink,
go make you a sandwich, get up and stretch, or check out the news
real quick. When you feel like your mind is active and conscience
once again, then feel free to return to the world of modeling.
See
the big picture
Breaks are important and so is detail, but the main goal is to always
be aware of the big picture. You may find yourself modeling a fingernail
and forgetting that you only gave him three fingers. This could
be a problem. So, make sure you've always got the concept sketch
in the background of your view port or sitting beside you at your
desk. Also, be sure that you occasionally get up from your desk
walk back about 4 or 5 feet and look at your model from a distance.
Check to see if the character looks good, has shape; see if you
can distinctly make out a tag mark on him/her.
Be sure to do the following:
- Think
- Stay
focused (but not to focused)
-
Draw, doodle
-
Keep your mind open for new possibilities
-
Experiment
- And most importantly, have fun!
When you accomplish these tasks and they become second nature to you, then you are one step closer to becoming the world's greatest game modeler! Now get out there and practice, practice, practice.