Game Art GCD62004/Final Project
Game Art
GCD62004/Final Project
LIU CHENG RUI (0370930)
GCD62004/Game Art/ Bachelor of Design (Hons) in Creative Media / Taylor's University
INSTRUCTION
Final Project:
Before the project began, I first sorted out all the thumbnails related
to character design and weapon prop design, which helped deepen my
understanding of the subsequent modeling appearance.
Fig3.1 Weapon
Fig3.2 Character
Fig3.3 Arm armor
Fig3.5 Mask
After that, I began to focus my work on character creation.
The following is my first attempt at character modeling, but the
final result was not ideal. For instance, the proportions of
different parts of the body were incorrect, and the lower limbs
looked too small. The colors are not harmonious.
Fig3.8 The first attempt at weapon modeling
Fig3.9 Character and Weapon Combination 1 (First Attempt)
Fig3.10 Character and Weapon Combination 2 (First Attempt)
After that, I revised my character again, mainly adjusting the
body proportions and some colors of the character, but the most
important part, the arms, were not connected. Another issue is
that the position of the right leg is incorrect, which makes the
character's hips look too wide.
Fig3.11 Character modification 1
Fig3.12 Character modification 2
Fig3.13 Character and Weapon Combination 1 (Second Attempt)
Fig3.14 Character and Weapon Combination 1 (Second Attempt)
I continued to modify my weapon. I added some details and fixed
some prominent proportion issues at the same time, but I still
need to keep improving them.
Fig3.15 Weapon modification
In this character modification, I learned from previous
experiences, adjusted the position of the character's right leg,
and also processed the connection part of the arm to make it
look more harmonious. Besides, I also modified the knee part to
give it more details and turns than before. Finally, there are
some parts on the inner side of the thigh.
Fig3.16 The second modification of the character (White
Model)
Fig3.18 Final Character
In terms of weapons, the detailed textures of the bamboo
stick parts have been added, such as the connection points of
each section of bamboo. Secondly, the part connecting the
bamboo stick and the sword was distinguished in color.
Fig3.19 The second modification of the weapon (White Model)
Fig3.20 The second modification of the weapon
(Wireframe)
Fig3.21 Final Weapon
After completing these, I combined the weapons with the character movements and presented them.
Fig3.24 Final Character and weapon combination 1
Fig3.26 Character and weapon combination 2 (White Model)
Fig3.27 Final Character and weapon combination 2
Fig3.29 Character and weapon combination 3 (White Model)
Fig3.30 Final Character and weapon combination 3
In addition to characters and weapons, I also made some other
props.
Fig3.31 Final arm armor model 1
Fig3.32 Final arm armor model 2
Fig3.33 Final leg armor model 1
Fig3.34 Final leg armor model 2
Fig3.35 Final mask model 1
Fig3.36 Final arm armor model 2
After completing these, I began to make breakdown
sheets of characters, weapons and other props.
Fig3.41 Final Project Compilation
FEEDBACK
Week13
You can proceed with your final project. You can choose a few of the props
you designed, such as armors or weapons, etc. This is just a suggestion. You
can select which props to make based on your preferences.
REFLECTION
Experience
This project allowed me to truly and completely experience the entire
process of doing character modeling from start to finish. From the initial
design of props and weapons to the gradual construction in the software in
the later stage, and then to the mapping and rendering, every step has
taught me a lot. The most challenging parts are the weapons and leg armor,
which are structurally complex. But precisely because of the challenges, I
learned how to disassemble large blocks of design more reasonably and also
knew which areas needed optimization to make the final character more
harmonious and look more professional. This made me realize that as long
as one persists in breaking down complex matters and doing them step by
step, difficulties can actually be overcome. In the future, I also want to
try more challenging character modeling, such as adding more actions or
expressions.
Observation
Throughout the entire modeling process, I found that many things cannot
be completely determined when sketching, especially the combination effect
of equipment and weapons. Many times, what I originally thought was a
reasonable design would encounter problems such as uncoordinated
proportions and unnatural interweaving when it was actually made into a 3D
model. So I started to model and match at the same time, repeatedly
looking at the overall effect of the characters. This process made me
understand that design is not merely about "doing one part well", but
about ensuring that all elements are in harmony and unity when they come
together. This observation made me pay more attention to the sense of the
whole and gradually helped me develop the habit of "judging while doing
and optimizing while adjusting".
Findings
Throughout the entire project process, my greatest realization is that
modeling is not merely about doing it by hand; it is more like a
continuous process of trial and error and adjustment. Sometimes getting
stuck actually teaches me to solve problems from a different perspective,
and the result is even better than expected. I also increasingly
understand that the appearance of a character is not merely about looking
good. How the equipment is matched and how the details are placed will all
affect the impression this character gives to others. It gives me a great
sense of achievement to be able to create characters that are full of
story and presence. In the future, I plan to enhance my study of character
design and narrative. It's not just about making the models look good, but
also about making them have a "soul".
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