Week 4 - Session 3 - Good modeling for animation

A good modeling for animation starts with a lot of research and documentation about the character that will be modeled. You need to know the proportions, anatomy and eventually the costumes, and after you have a clear idea only the next process will be the sketching.
Usually sketches need to have all the basic details and also in this stage you can draw the character from many different angles and in a varieties of poses. For a better understanding and for simplifying the process of modeling it is good to try to draw your character using basic geometry forms, so you can anticipate with what kind of shapes you can start modeling.
When starting with the basic polygons, you can add more edge loops or you can extrude faces to create detail, and you need to insert edges in a way that the bending will happen for example at the joints, torso or neck etc. It is better to never have triangle faces and try to maintain all of them rectangular.  

It is also a good idea to always think how the character will be moving so that the geometry will react normally. For a good symmetry you can delete half of the character and after modeling the other half you can mirror it. 

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