Week 3: Character model production

In the part of character development, I plan to create two main characters, one is a young person character model and the other is an elderly person character model. The model is carved and shaped by selecting reference images.

Before carving the model, the requirements for the front and side faces of the reference image are very important. By carefully observing the appearance of the reference character, I can better sculpt the character model I want.

Firstly, based on the reference image, carve a rough head model in ZBrush using clay, and then import it into Maya for topology and adjustment.

When expanding in Maya, it is necessary to pay attention to the wiring specifications and quadrilateral surface rules, otherwise there may be problems in the subsequent character making process.

The second role also follows the same steps. After completing both head models separately, import UE5 for facial capture. This is also a crucial step in generating a character’s body.

In UE5, this step may be tedious and difficult to understand, but I understood it while learning and making.

Then I entered Metahuman and continued to create the body part, which is the part that Serra taught us. We made the final modifications to the character’s facial features, hairstyle, face, upper body, lower body, etc. This will help me better complete the character model.

Reflection: Sculpting character models is the most time-consuming, complex, and important part, which can affect all subsequent character modeling processes. So I need to be very careful and hardworking. I have to use a digital board to carve in ZBrush, which may take me almost a week to complete the model modification, but it must be done well.

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