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

Fig3.4 Leg 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.

Fig3.6 First attempt at character modeling

Fig3.7 Different character forms 

Meanwhile, I was also engaged in the modeling work of weapons.

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)

Fig3.17 The second modification of the character (Wireframe)

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.

Fig3.22 Character and weapon combination 1 (Wireframe)

Fig3.23 Character and weapon combination 1 (White Model)

Fig3.24 Final Character and weapon combination 1

Fig3.25 Character and weapon combination 2 (Wireframe)

Fig3.26 Character and weapon combination 2 (White Model)

Fig3.27 Final Character and weapon combination 2 

Fig3.28 Character and weapon combination 3 (Wireframe)

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.

Fig3.37 Character breakdown sheet

Fig3.38  Weapon breakdown sheet

Fig3.39 Other props breakdown sheet 1

Fig3.40 Other props breakdown sheet 2

Finally, I compiled them into a PDF as follows.
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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