Introduction to Modeling 3D Characters

By Pang Sie Piau aka Tomwoof
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Skin Deep
A fast way for those starting out character modeling would be to create low-detail models, then use texture maps that include the required details. This method is often used in video games where polygon count is budgeted. It is still possible to create good effects using limited resources, and video game graphic artists are always trying to perfect this art.


You'd be surprised how we look without skin and hair


Even a simple texture can make a world of difference

In order to create lively, realistic characters, surfacing cannot be overlooked. All materials have properties they react to light differently and look different under various lighting conditions and viewing angles. Photoreal texture maps may be enough to fool the eye in still images, but once the camera moves and the lights change, the illusion can easily be broken.


Some textures I used for the "realistic" Lara

In the case of CG, beauty is truly only skin deep (unless you use volumetric shaders). You only have one or more thin layers of geometrical surface to try to pass off as whatever material you want. Skin, hair, clothing, metal all have different surface properties (such as diffuse, specularity... etc). Being able to apply the right materials will help sell the look. Use your shaders wisely!

Here are some points to look out for when applying textures:
1. Avoid perfect tiling. Use noise to reduce repeating patterns.
2. Try to keep texture resolution consistent across all surfaces. For example, a 64x64 texture next to a 1024x1024 texture may look inconsistent in detail level. This is especially important in low-polygon, low-resolution texture work for games.
3. Lighting affects the final look of the surfaces, so try different lighting conditions on your character as well.


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