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Bēhance

CGI Modelling and Texturing

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  • 3 Dimensional CGI Modelling and Texturing
    September 2011 - January 2012
  • This is a university project, which main brief required the generating of a 3D humanoid character. The starting point had to be the basic paper roughs of the imagined character, which would then become image planes. It is important that all of the features coincide, as otherwise it would be difficult and problematic to model them. I decided that I would like my model to be female, with a more realistic human structure in order challenge myself with the difficulty to create a human body. My choice was related with the intention to learn more about the modelling and texturing of a 3D complex shape. My character possesses a slightly exaggerated body of a human being with a larger head and sharpened years. However, one of the modifications that had to be done on a later stage was the necessity the head to be slightly reduced due to the caused larger disproportion and misbalance of the model.
  • Because of the fact that the character has to be ready for animation, it was critical that the geometric flow is correct. That is why the starting shape was a cube. With the use of several tools as Move, Rotate and Scale and the guidance of the plane images the body started to reveal the half of the future vision of the character. When modelling the limbs and extruding the fingers, a careful consideration had to be applied in order to avoid the formation of unwanted triangles and to keep the mesh suitable for animation.
  • The next step regarded the modelling of the head. The basic shape was again a cube, which needed to be subdivided so that the basic features of the head could be placed correctly. Similarly to the body modelling the face had to be created by using the Polygonal tools. This time, however, some additional processes were needed in order the mouth, the nose, the eyes and the years to be realistic and possibly suitable for animation.
  • The main material, which is used to create the final rendering, is Lambert because of its smooth and mat surface that suits perfectly for skin. The clothes are also intentionally made of the same material. Thus the feeling of them being part of the creature’s body could be emphasized. The eyes, however, had to be different and brighter. For that reason, I chose Blinn, setting it to be slightly glowing from the inside.
  • Positioning the skeleton. 
  • Final renders
  • Textured model - close view.