Development – UV Mapping and Texturing

Before texturing and animating the character I had to UV unwrap my character. This was particularly hard as despite the character being an ultra low poly character, the smart UV project did not work so I had to manually unwrap the character by marking seams over the model. In particular, the hair and skirt were difficult to unwrap.

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I then began the process of texturing the character, this may not be the final texture of the model, I will continue to work on it adding more detail to the character however it gives more of an idea what the end result will look like if I rig the character fully textured.

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Development – Normals and Modeling

Working in Blender I had to think about the face normals and make sure that they were all facing the right way so that when it came to texture painting, I would paint on the right sides. You can see the direction of the normals by looking at the blue lines protruding from the faces.

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I also worked on creating a ‘lip’ on the left-hand side of each of the tube sections, this will help to connect them together and make the painted textures flow more seamlessly.

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Development – Character Modelling

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Here is my most recent attempt at modeling my character in Blender. I have gone with an extremely low polygon model of a young girl, as I think the idea of a child will make the user feel more sympathy for the character and want to escape the underground. However, I have gone with the low poly style as the character herself will not have a great deal of backstory or narrative so does not require a great deal of detail in her physical form. I need to develop the face a little further as although her face will not be visible for her side view, therefore will not require any animation, it still needs a something else to it to make her look more characterized. After that I need to proceed with animating the character using Blenders rig to create her walk cycle.

 

Development – Character Modelling

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I started to model my character in blender however it was a steep learning curve to go from modeling a very simple platform made up of cubes and cylinders to a more detailed character. I wanted to go with an ambiguous style as the character itself is not an important part of the narrative. The character is simply a tool to symbolize the user when completing the tasks to progress through the narrative of the game. Therefore I planned to have the character in a very low polygon style, with an invisible face covered by hair and a hood, so that I do not have to animate any sort of facial expressions. However upon review of my model I think that I am going to start again and try to be even more simple with the design. More like these: