/ Technical Stuff



How I do it, how I did it, how it looks like - The Technical Site Of Virtual Life


Sharin V3















Alanta (Back To Gaya)









 

Well, this section is for those who wanna see how my models really look like:


To push and pull the vtx-stuff in the right way, I use a lot of anatomy references, like books and videos which showing all the necessary muscle flows, bone structures and anatomical correct proportions.

I always keep in mind, that most of my characters will get animated, so it´s essential to pay attention to the loops, as well as proper positions of vertices and edges.

My motto for modeling a character is:
As much as necessary, as less as possible.

I don´t wanna make an own philosophy out of modeling and it isn´t a profession of faith, so I don´t spend useless time to get a perfect wire, as it is in most cases pretty difficult to get such anatomical
perfect models skinned and animated.

I everytime try to find a good relationship between a "perfect" wire and good skinning.-, animation.- and rendering-capabilities.


Well, on the left side you see Sharin.
She is still alive, as she was very famous in the past and won a lot of prices. But what was good in the past, isn´t good in the present anymore, so I decided to bring her to life again, but with a much better modeling

 

 

 

 

 

 

 

In this example you see Alanta. She´s a citizen of Gaya and one of the main protagonists from "Back To Gaya".

Her geometry is really simple. Just more or less parallel loops and edges to avoid problems while skinning.
This is a very easy way to model characters, but of course anatomical not in any way correct ;)

Also for the face, I used a simple modeling as we animated it with blendshapes and without muscles, so we don´t needed that perfect "muscle-flow".
I just paid attention the the position of some loops around the mouth and for the cheeks.
(scteches drawn by Oliver Kurth, © by Ambient Entertainment GmbH)

 

 

 

 

 


Honda S 2000





The Honda S 2000 I modeled completely in polygons and nurbs.
Because of the complexity of its form, it took a few weeks to
get more or less perfect shapes, that shows a perfect surface
after rendering.


Thorsten Kuttig - Freelance Character-Modeler and -Animator / 3D-Artist  |  © 1999-2010 by e·Sence - digital department