Whether it is animated movies, VFX blockbuster or action-packed video game every character on the screen is 3D model which is created by talented group of artists.ģD character modeling are utilised in movies and games to enhance engagement and interaction thereby making them enthralling.Īpplication of 3D character modeling has been spread to different sectors from Science to entertainment industries.ģD Character modeling artists are in high demand today as they can build 3D characters which are the crucial part of 3D world. Launch of 3D character modeling in the visual medium has proved to be great revolution and these 3D characters have not failed to entertain us with their dynamic characteristics. We all are more or less familiar with the term 3D i.e Three Dimensional.Ī three dimensional figure consist of length, width and height. Later I’ll be posting on unfolding UVs and texturing Azusa.Today in the Best Animation Institute Kolkata Blog we will discuss the aspects of 3D character modeling. (When using Duplicate Special to duplicate a mirror of an object, freeze the object’s transformation first so the scaling values work as expected.) Her left shoe was also extruded from her left leg, and duplicated. Now I could model an arm band on her left arm without affecting the other half of her. Her instanced half was deleted and her geometry was mirrored. Six sided cylinders with their caps deleted were used to make rolls of hair on her head. Her back of her hair was extruded from edges on her skull. UVs were made before the vertices were moved so it’s easier to UV-unwrap her later. The bow was made from a six sided cylinder, and the hanging part of her sash at the front was made from a cube.įor her hair, edge loops were added to planes and the vertices were moved. (Not the best topology, but I won’t be animating her expressions so this will do for now.) Like everything else, edge loops were added and vertices were moved to trace her orthographic outlines in the front and side views. A mirrored instance of her left half of her body was created so that it’s easier to shape her head. A plane was created separately for the hanging bit of her kimono sleeve. Her thumb was extruded from a part of her palm. Similarly, her hand was created by extruding, adding edge loops, and shaping vertices. Shaping the sleeves and adding the neck, she looked like this. (Extruding it all the way first then adding edge loops is easier than continuously extruding and shaping each section of the arm at a time.)
![maya 3d modeling character maya 3d modeling character](https://assets.3dtotal.com/refinig-the-sculpt.0h1fkr.image.ny4.jpg)
#Maya 3d modeling character full
(Hitting the extrude button after selecting faces, scaling it down, then moving the new vertices works well if it’s difficult to move the vertices to make an arm cross section without altering the body geometry too much.)Īrms were extruded in full length, then vertical edge loops were added to shape it. To model her arm, vertices in the area were first moved so that it makes a rough shape of an arm in kimono sleeves. So this is what it looked like in the perspective view. Like her body, her leg was modeled by adding horizontal edge loops and moving the vertices from the front view… So I modeled her leg starting with a cylinder.
![maya 3d modeling character maya 3d modeling character](https://i.pinimg.com/736x/ae/20/dc/ae20dce97edd02058aa680773de66c50.jpg)
I’ll be putting an alpha map on her kimono so her left leg can be seen.
![maya 3d modeling character maya 3d modeling character](https://i.pinimg.com/736x/8e/46/7f/8e467f02ba3d04fa1bd2e8fe572f9bd2.jpg)
The highlighted faces were extruded to make her Obi sash. Vertical edge loops were added so that she is no longer boxy but round. In the side view, vertices were moved to trace around her front and back. Horizontal edge loops were added to where I want to have geometry, and vertices were moved to trace around her left side. So I started with a cube on her left half. Modelling one half of Azusa is enough as I can mirror her later. In this post, I’ll share how I modelled Azusa – my first ever 3D character.įirst, two planes were made orthogonal to each other to place the front and side outline of Azusa.
![maya 3d modeling character maya 3d modeling character](https://i.ytimg.com/vi/WQ53QpTDx9Q/maxresdefault.jpg)
Above is my concept art I whipped up in photoshop: A punk infused geisha named Azusa.