Saturday 15 October 2016

Session 3 - Good Modelling for Animation



Having good/clean topology for animation is very important. Having a model with poor topology can result in a longer time skinning/weighting and a poor finished result and this will show in the final result to when it comes to rendering your scene. If you are modelling organic, then making sure you have extra loops around areas where there will be bending, squash and stretching, etc. For example, around the eyes, around the mouth, under the arms and so on. For hard surface models, although it may seem easy to add a whole bunch of edge loops on every edge, bevel, extrusion etc. this can lead to parts of the mesh ‘tearing’ or irregular bumps in the model. Even though the model will not be weighted using the same method for organic models, you will still be able to see ‘rips’, ‘tears’ and ‘bumps’ in the mesh.

Modelling for any animation should be something that should be done right from the start, otherwise it will lead to many serious complications. Organic modelling in my opinion, is the most important and should have more time put into when it comes to modelling compared to hard surface modelling, just due to the amount of things that can go wrong with organic modelling.

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