Wednesday, 17 October 2012

Modelling

Gears of war character models (Low poly)
The next step is to model the characters, naturally this stage only takes place in 3D animation. The way in which the characters are animated and the software used is dependant upon a number of factors, what the animation is intended for, for example. If you are producing a feature film intended to be shown in cinemas across the country with a huge budget, naturally you will use the best software available, possibly maya, to get a great quality finished product. On the other hand if you are creating an indie game to be played on xbox you probably have a very small budget and a very small team so you need to use cheaper less sophisticated software. You're also restricted by the personal that you have available, for example you may have just one animator who's expertise lie with Mudbox, or you may have a team of modellers who can construct the models in 3Ds max, add details in Mudbox, make changes to textures in photoshop etc... It's also dependant upon whether the animation is intended for a video where it will be rendered beforehand, allowing the use of high poly models allowing you to heap on detail that will only add to the render time at the end. Or you could be intending for the model to be used in a game, where it is necessary to use low poly models where the texture is where most of the details lie, this allows for quicker render times whilst the game plays on. As time goes on there are more and more areas that 3D modellers can move in to, not just animation but in modelling products for companies to test them within software, or, with the growth of 3D printers, they can be used to produce a whole host of different items. The link below is an advert for a 3D modeller job that has been posted on a forum, demonstrating the huge need for skilled 3D modellers.
http://www.3dmd.net/forum/3d-discussion-9007.html

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