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Fraser Ibbotson - 647603

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Category: 500730 – 3D Character Design

500730 – 3D Character Design – Post -Production – Final Thoughts & Full Reference List

Dec 30, 2021ibbotson2020500730 - 3D Character Design

Below I am going to go over my final thoughts and discuss the largest changes made from the Pre-Production plan to the final character. :: The Good :: Previous to the module I had used ZBrush very briefly and that was only to make soft environment pieces such as chairs so naturally using the software…

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500730 – 3D Character Design – Post -Production – Wireframes & Renders

Dec 24, 2021ibbotson2020500730 - 3D Character Design

In this post I will detail how I went about exporting the character from Maya into Marmoset so I could capture my renders, wireframe renders and turntable video. :: Production :: With the modelling complete all that was left was to get the character into Marmoset so I could get some nice renders. There were…

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500730 – 3D Character Design – Production – Accessories & Poses

Oct 12, 2021ibbotson2020500730 - 3D Character Design

As mentioned in my character personality post I want to show my character as a slave in poor health, imprisoned by some unseen master. While I can show my character malnourished using just the body structure, I feel like showing them to be a slave will come with the accessories given. :: Accessories :: Firstly,…

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00730 – 3D Character Design – Production – Full Body

Oct 10, 2021ibbotson2020500730 - 3D Character Design

:: Body Modelling :: With the individual body parts modelled to a standard I am happy with it came time to merge the sub tools into one. (Fig.1). This did give the issue of how to blend the arms and leg joints to the rest of the body, as at the start they were simply…

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500730 – 3D Character Design – Production – Wing(s)

Oct 9, 2021ibbotson2020500730 - 3D Character Design

In the books I am using as reference the character is described as possessing ‘a single crooked wing’ (Holmberg, N. 2019). However, I don’t think this design would translate well to 3D. I worry that by giving just a single wing the character would seem unfinished. To avoid this I aim to give the character…

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500730 – 3D Character Design – Production – Head & Face

Oct 9, 2021ibbotson2020500730 - 3D Character Design

:: Pre Production :: With the head I intend to change my character from the book descriptions quite a lot. This is in an attempt to make my character appear more monstrous than that described in the book material. For example, I changed the eyes from the human appearance described to those of the gecko…

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500730 – 3D Character Design – Production – Arms

Oct 9, 2021ibbotson2020500730 - 3D Character Design

The arms and legs of the character are going to share many characteristics, but I do think it important to differentiate them from each other where I can in order to avoid making my character seem like they should walk on all fours. Just like with the legs I began by gathering references of the…

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500730 – 3D Character Design – Production – Legs

Oct 9, 2021ibbotson2020500730 - 3D Character Design

:: Pre Production :: The character of ‘Isepia’ in the books is a rather basic design, simply a woman’s figure with wings and clawed hands. However I imagine this design would not transfer to 3D particularly well. I think that following this description would lead to a character that wouldn’t capture the monstrous design I…

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500730 – 3D Character Design – Production – Torso

Oct 9, 2021ibbotson2020500730 - 3D Character Design

:: Pre- Production :: My character is meant to seem starved and week, thus I used references of anorexic torsos in order to create this effect (REF.1 & RE.2). I also pondered giving the character a pigeon chest (REF.3), however do not know as of yet whether this is something that will be needed when…

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500730 – 3D Character Design -Production – Body Blockout

Oct 8, 2021ibbotson2020500730 - 3D Character Design

There are two methods to create a basic body shape for character design. I can either use Zspheres within ZBrush itself to create a mannequin, or I can create a body blockout in Maya, and then export the model into ZBrush to be further sculpted. I intend to create the various body parts separately, then…

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