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primitive character modelling
some time ago the issue came up how i modelled 'trendwhore'. so i decided that i could discribe how easy my modelling technique actually is by deconstructing 'public beta'. note that this method is pretty rough and dirty.
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01: stacked together with primitives
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i usually work with basic and extended primitives and don't bother with 'real' modelling. the body consists of a capsule which i altered with an 'edit mesh' modifier and then scaled in the middle. the rest of the body also consists mainly of capsules and spheres.
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02: texture editor
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the textures are also rather simple. the only thing that uses a bitmap is the head, the rest are just standard textures with a glossiness of 40 and a specular level of 75.
the skin is softer and does not have such a strong highlight. the specular level is 5 and the glossiness 25.
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03: applied textures and light
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the next picture already shows the light and camera setup. i just used two omnis to light the scene. the left light is at the front of the figure, the right light is behind it. both lights also cast shadows i also placed three cameras to have different perspectives of the figure. btw: you can get some wicked perspectives by playing with the 'lens' parameters
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04: rendered figure with fake shadow
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now that we have a proper model, some basic textures, the right perspective and a satisfying light setup we are clear to render the figure. i saved it in an image format that also stores the alpha channels - i usually use the tiff format.
afterwards i opened the figure in photoshop, extracted the alpha channel and added the fake shadow.
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