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.


01: stacked together with primitives
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.


02: texture editor
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.


03: applied textures and light
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


04: rendered figure with fake shadow
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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