After a struggle of balancing my move into a new home and working on the PSP character, I finally managed to complete the entire character. Working on this part of the project as given me more skills within Maya, learning to stay within the triangle budget was a challenge that I have really enjoyed and this has also given my some insight into how the development team works with budgets thanks to Alan and Nick.
Character Texture layout. This is a render of my character at 480 X 270 with is the resolution of games on the PlayStation Portable.
The duration for building the PSP character should only be a week at the most, I would guess that in development they would have at least 7 hours a day to complete a PSP character project so it would take them even less time to complete a character. Due to my other commitments such as working in a full time job and moving into a new home this certainly made an effect my progress. I suppose this is the reality of being a part time mature student.
I did a few experiments with texturing the character facial details to make sure that I eliminate any stretching of the textures and to make sure I get the correct results that I want to achieve.
After a brief conversation with Nick about my project, he suggested that I should use photographic references for my character, which will help me to have the correct female body proportion and this will make the characters silhouette unique.
Alan Wales (lead character modeller) states that the silhouette for any low polygon characters is very important and if done correct players in the game can clearly distinguish your character from a distance.
An early attempt.
Blueprints.
The above pictures are screenshots of some very early work in progress, which was before I taken on expert advice from Alan and Nick.
From some experience of modelling characters in the past I feel that it’s better to start modelling the head first because it is one of the most complicated areas of the human figure and it can take more time to get the topology correct.
At this stage I was not satisfied with the detail of the face, I spent too much time on the topology instead of using the time to find better blueprints.
The above blueprints of the characters head was made from a collection of internet pictures which I modified within Photoshop but the front and side perspectives were not accurate enough to model.
However my first few attempts to make to head was not a complete waste of time, it was a good learning curve and from this I have taken my modelling skills to a higher level.
The above pictures show the improvements of modelling the character head with using photographic references, I was more confident in modelling from real references because I did have to worry about the size of each facial detail.
To control how much polygons and triangle where used I continued to use the high detail mesh as guide for making the correct silhouette for a PSP low polygon mesh.
Welcome to my Entertainment Media Design blog space, on this site I will display everything from interests, degree projects and some of my personal projects but first here is a little something about me and what I wish to accomplish.
At the moment I work as a game tester for Sony Computer Entertainment Europe which is based in Liverpool.
Over the past five years I have gained a foundation degree while I have been working for Sony as a tester, it has taken two years to complete the course because I was attending part time which was really rewarding when I finally graduated.
On the course I learnt some really cool skills, learning how to use 3D modeling programs such as 3d studio Max / Maya which began my interest in 3d art and character modeling.
Recently I have been working on some personal projects in order to create a good portfolio to show future employees and one day soon I will for fill my dream of working for a game development studio or animation studio.
To further my qualifications I have recently decided to pursue a full degree and take part in a BA (Hons) Entertainment Media Design course which will end after two years.
During this time I will post all of course projects and personal learning projects onto this site, plus some of my past projects will be posted on Deviant art (see links for web address) so I hope you enjoy viewing this site and please feel free to post comments or send emails.