Character
Modeling

If you would like to read more about the main steps in character creation, check it out here!

This is the base step. The character will start from a cube (basically a block of clay). This is where I start shaping the head (using reference photos if needed), then basic proportions of the face. Once I'm set with the base head, I`ll connect it to the body. I will then go back with more shaping to get the body type I am looking for, adding more resemblance and personality of the character. This process of character creation can take me 1-3 days to complete.

*Remember playing with play-doh or clay? That's me on the computer.

This is where we add everything like skin color, tattoos, freckles, imperfections. Clothing requires different types of fabrics from polyester to a silk or satin. In order for all of this to look correct (no distorting or stretching) I have to go into "UV Mapping".

[UV Mapping]: For textures to lay correctly on an object, the mesh framework needs to be unwrapped. Picture a globe in front of you. In order to make a flat map of it, you need to add a split that allows the sphere to open and lay flat without warping any of the imagery.

Now that the character is modeled and textured, we can create a "rig" to control the character. A rig is the skeleton of the model. To make the character walk it needs bones, then I animate each bone to create a walk cycle. A single rig can be used for multiple characters, as long as they are the same type of being. A dog has a different rig than a human for instance.

The creation of a rig will not usually impact pricing or workflow. But there are times when a specifically required rig is needed. Maybe for a snake, or some type of alien lifeform. Either way they need to be individually applied to each character, with different steps depending on the model.

This is where we add motion and bring the characters to life. Using the rig that is now set to the character, we can animate using keyframes to que each position during the timeline.
*If you want your character to punch, I need to animate their fingers to curl into a ball, raise their fist, throw their arm forward, then everything within the impact and retreat of their fist. That's just the arm, the whole body needs to be animated to sell the realism of the punch. The twisting hips, bending neck, squinting eyes, etc... OH and are they punching another character? The punched person needs to be animated as well, receiving the blow.

This is the longest portion of character creation. Depending on what is being animated, the amount of hours needed to complete can add up quickly. It is much simpler to have a character walking, than to be sprinting. And so on, as sprinting is less complex than a fight scene.

Animation is a major area to think about when considering the budget and time frame needed to be complete.