For my production project I have decided upon making an animated character. This particular one is a ghost of a captain corrupted long enough to assimilate the very nature of his demise... Anyway, I have chosen to make use of Blender to do the bulk of the modeling, rigging and animation as well as Sculptris as an auxiliary tool for putting detail and adding extra polygons to the model. The game engine of choice ended up being the Unreal Development Kit.
I admit I did not have much time to work on this project due to a lack of a workstation and physical crippling disabilities which have prevented me from attending lectures on multiple occasions, making me essentially housebound. Since this term was an exercise in production and exploring new tools for apprehending the process of the pipeline I have decided to shift from the standard choice of static mesh scenery into something a little more unique. The model itself averages on the 10000 polygons and uses specific settings to give the material a liquid appearance.
The process I have taken went as follows:
Model the base mesh.
Before I started on the model I have agreed upon borrowing Andrew O'Brien's conceptual sketch and made a few alterations. The survival horror genre isn't my forte so my design and eventual mesh turned out to match more into the action genre.
I used Blender to box model the base of the mesh, which was largely the undetailed upper part of the body which was symmetrical.
Sculpt the rest of the model.
At this stage I have exported the model over to Sculptris to add the rest of the detail to the mesh. I could not get all the results I wanted but it did the job.
At this stage I have exported the model over to Sculptris to add the rest of the detail to the mesh. I could not get all the results I wanted but it did the job.
Retopology.
The detailed model was imported back into Blender for retopologising. This was one of the more time-consuming parts due to a few mistakes I have made on my part due to the model's arms not being spread out, giving me more work than necessary.
The detailed model was imported back into Blender for retopologising. This was one of the more time-consuming parts due to a few mistakes I have made on my part due to the model's arms not being spread out, giving me more work than necessary.
Unwrapping UVs.
Baking normal map and diffuse.
Build an armature and rig weights on the mesh.
Do an idle animation.
Set up the model as a skeletal mesh.
Assign a proper material.
After all this all I did was fine tune and polish the mesh a bit more so the weights adjusted better and the animation was more... Animated.





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