Just a little self-promotion post to say I now have a website!
Please feel free to take a look at my work:
And here is my YouTube Channel:
^____^
I decided to screen record myself building a throne for
this character. (Please feel free to have a look: http://www.youtube.com/watch?v=rRhWTEio9Rc)I have been recording myself building a few things and
have been uploading them to YouTube, I feel that if I have more of an
online presence then that will help me to get a job, as future employers
can see how I build. I decided from the start that I didn’t want to
screen record me building the character because I would probably face a
few problems and with the fact that I am not comfortable with
characters, the build itself may take a long time which would make a
very long video. The throne itself wasn’t very difficult to build at
all, in fact I enjoyed building it, a lot more than I enjoyed building
the character, I knew that this would probably be the case which is why I
left the throne till last.
For some reason my textures are
looking very blurry in the viewport and I don’t know why, they look
completely fine in the render, so I don’t know what is wrong. I have
tried searching the Internet for a solution but most of them are using
an older version of 3DS Max and the same tools and options aren’t on Max
2014, so I am completely confused about this.Rigging my
character was as horrible as I expected, I used a biped and skin
modifier, using envelopes to make things a tiny bit easier for me. I
feel like there should be a much easier way of rigging characters, I
have searched the Internet for an easier way but as with everything, if
you don’t know the right word to search for you won’t find what you’re
looking for. The easier way to rig probably isn’t even called
rigging, so unfortunately I had to rig my model in the only way I know
how, which was a long and arduous task. I posed my character but had
problems with the skirt part, so I had to change the rigging on certain
vertices to put into consideration how they would stretch as the model
moves. I wanted my model to be slouched on her throne in a very lazy
looking pose. Unfortunately, I didn’t consider how the skirt would look
after being rigged and posed. I don’t like how the skirt has turned out,
it completely lets my character down but I don’t want to rebuild this
to put proper legs in and then re-rig everything again, I really hate
rigging.
I made a footstool quickly by copying the throne and
editing it a bit, this sorts out the problem of the legs, but the skirt
still looks pretty bad. My character looks fine when stood up, and would
be fine for just walking around etc, but I didn’t think that you would
see the bottom of her when I was modelling.My final renders
looked reasonably good in 3DS Max once I had set some lighting up in the
scene. I made renders of the posed model and un-rigged model, so that
you can see the un-posed model that I’m happy with and the posed model
that I’m not overly happy with. It’s a shame that I let myself down with
the pose, as I was quite happy with my modelling and texturing, I just
don’t have any enthusiasm whatsoever for rigging, I want to be an
environment artist and this project has made my decision stronger than
ever before.Final Renders:
![]() |
The unwrapping was an absolute pain as per usual, I used all of the different techniques that I know for unwrapping and it still took an annoyingly long amount of time. This is part of the reason why I dislike making characters so much, they are unnecessarily difficult to unwrap and I am actually dreading when I have to rig this, rigging is possibly even more annoying than unwrapping. Anyway I was glad to see that there was allowances to put the face unwrap on a separate UV map to the body, this allows for more texture detail for both the head and the body, which is great. I put all of the skin coloured parts together on one map, and the little accessories, most of the hair and the clothes are together on a different map, and the rest of the hair and some other parts are going on an alpha map. I’m surprised how tidy I managed to get my UV maps, I feel that the placing of the unwrapped items on the maps normally let me down, but this time I feel that I have been quite tidy.
Creating the textures themselves wasn’t too challenging, the fact that I had figured out the colour scheme in my concept made it a lot easier for me to texture. I colour picked a lot from my concept and just painted over the UV map that I had rendered out from 3DS Max. Eventually I decided to add more detail to the clothes, my lady is Chinese so I decided to add some Chinese patterns to the clothing, like flowers, dragons and symbols. I find it a lot easier to use Photoshop now that I have a graphics tablet, it’s silly how much just a small change has improved my work dramatically. This is the first character I have used a graphics tablet to texture with, it is also the first character that I have completely painted myself. I used some of the tools in Photoshop to add a embroidery texture to some of my images to make them look like they’ve been sewn onto the woman’s garments.

I decided that my level would look a lot more atmospheric if it was set at night and only lit by lanterns and the moon. Also this would be a good idea as my buildings are quite close to the ground so I could add mist to hide the ground and the horizon line. I found out that mist is very easy to add in UDK and I even ended up helping some of my peers with this. Once I had finished with making all of my assets, I made a standard house shape to appear in the background, it isn’t very detailed but gives the player more of an idea that they are in a town rather than just floating in space. I added the beams on my houses as separate assets so as it didn’t mess up the original meshes and that meant that I could reuse the buildings as part of the background and they wouldn’t stand out from the other house I had made for the background.