Week 9: Turning My Designs 3D

Richmond Y -

Hi and welcome to the penultimate week of my blog!

This week I put most of my effort towards brushing up my skills in Blender 3D and turning my design into an actual model.

Since creating 3D models are significantly more complicated and technical than sketching out a design quickly, I needed to create a mockup before creating the actual model. As such, I tried to build the model out of simple shapes to find a general outline of the model I want to make.

Mockup of the model using shapes and loosely modeled limbs. As you can see, I capture the general silhouette rather than details and connecting limbs.

After creating this mockup, I needed to connect all the parts before I could adjust proportions to match up with what I had imagined. This included a rounder face, eye sockets, a wider body form, and a longer body. Below is the result of my efforts combining the parts through sculpting.

Sculpted and combined model. Very unoptimized in terms of geometry as it is comprised of millions of triangles currently, while the ideal is in the tens of thousands for a high quality asset and less than 5k for an optimized model.

I ended up not being very happy with where the model is right now because of how it looks more creepy than it is cute. It reminds me of the ET, so I hope that retopology (reducing the triangle count and mesh complexity) will help me with creating a cuter model as a lot of adjustments happen at that stage.

Next week I’ll be wrapping up this blog and my process for making this model!

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Comments:

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    adam_d
    I think you did a great job this week and the model is still great. You mentioned that retopology will hopefully help make the model cuter via changing triangle count and mesh complexity, so how much complex is your current model compared to what you will do.
    Avy Gagneja
    Looking forward to seeing how it comes together in the final week—your blend of technical skill and creative vision is really shining through!

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