'3D Studio MAX'

.
"Low Poly Character"by Matt Marshall


Once you get the idea in your head start throwing some lead (ink, chalk, scratching, stick paintings) on your paper (screen, board, desk, cave wall) and start shaping out the very basics of your characters as mass only. No detail whatsoever is to be used here. This is all about finding out what your character looks like as an entity.You can either go straight for the reference poses, or do a concept drawing to get a feel for your character, it's up to you. I am doing the reference, as the concept has already been drawn.

A very good understanding of anatomy is very, VERY handy. I recommend looking and drawing some realistic things, people, photos of people, animals if you are going the more beastly path. The experience will make your character more believable where it needs to be, and more professional for doing so. Even when doing cartoon characters, anatomy of REAL things can help you out. Well proportioned characters, even exagerated proportions, are all based on reality. You get the reality wrong, then the things you create relating to that reality will not sit well with the audience. People don't seem comfortable to move too far away from what they already know.

I created the front view first, as I find that the most easy perspective to draw characters from. I have intentionally drawn two arms on each side to display how the arms will move, it is more of a guide than anything else and may or may not be useful to you. Once my very rough mass has been drawn out I draw in some rules for comparison purposes and make the mass of a side view. The final result is as follows. I generally don't draw the arm on the side view as it obstructs the body too much. Usually I don't draw it at all, in this case I'll be drawing it elsewhere on my sheet, as it will be a complicated arm.

I realise the quality is a little dodgy to say the least, but that's due to the light lead and the high contrast. I'll try to make it 'purty' later on, but I'm sure you get the picture.

There is a method defined as 'silhouetting' that many use to see if their character is unique and easily reconizeable. An easily recogniseable character is good for publicity and style, look at Mario and Luigi. Sonic the Hedgehog, Jak and Daxter and many other well named household brands. You will find each of them can be easily recogniseable by their silhouette, let alone their end result. It's not a MUST have, but it's a good point to consider, depending on the purposes of your character. In my case it's not all that important, although you can tell by the stance I had made he means business.



While creating my character on the first round I was thinking about details that could make up my character as I went along...this can happen before, during and after the development of your character. In this case I will put in the elements so to explain the silhouette idea further.

As the arm / torso is more like an engine as well, I decided it would be really cool to have sort of exhaust pipes thing coming out the back...similar to a hotted up car. Adding this adds an instantly recogniseable element to the mass of my character.

5 points to the recognition corner - 0 points to 'just another character'. Here is a silhouette of my concept character for example, showing off the pipes etc. (coming soon)



The next 'layer' of coating is the basic details of my character. This will include the main details such as general clothing, more refined body mass and some of the main key elements that I want to bring into attention. I do this now so the finer details are sure to be integrated into these elements, rather than having the main elements have to work with the smaller details instead. In this instance, the arm and the coat are the main things I focus on here...and some of the head detail (basic shape).

The head of course is void for this exercise as I will be using my own, however I will draw it in nevertheless.


After that, we start really getting into it. This is where we start finalising the details of the character, as a rough. Get the finer details in, think of what needs to be in there as a minimum, and then start to consider what else the character would need to 'exist in the reality' or to become more of the character he represents. In this case it's a matter of how cool I want him to look. Most of his background comes with how he acts, but he needs the 'cool boots' and the 'cool hair' and the 'cool everything else'. as much as I am using my own head in the end result, I figure I might as well go all out and get a custom character in there.

Depending on where you decide to put in your detail, either from the start or in the 3D package as you go along is up to you. I do a bit of both, any major to medium level detail I add here, as I know I will want them in. All the really nitty gritty details I save for the 3D as I go along as your character starts to really come to life.

In this case I make him out as to what I think would look good befitting the character. Mixing in my ideas through to what I have seen in the areas of 'reference' in my head the original concept I have shown you is what I came up with. In this tutorial this is the final 2D work ready for reference in my 3D program.



Geo2D

If you have created a concept character image rather than direct to reference you can decide to make the 2D front and side (maybe back and other side if needed) in order to 3D render him (a lot) easier, however, in the next tutorial I will be making a high (ish) quality 2D artwork, so we will be taking my first concept artwork and cleaning it up and colouring it in for a much slicker presentation. Otherwise just skip to Here in order to continue the creation of your character into the 3D realm. The following image is a sneak peek of the end 2D result.

The following tutorial is easier if you have a graphic tablet handy, Graphire tend to have good ones. I have a very old one and I'll be using a mix of that and traditional mouse (Old skool!) techniques to colour the image in.



So, if you want to be the hottest kid on the block with fantastic finished 2D art skills that will make any audience drop in awe at your awesome skills go Here, if you feel like skipping the arts of the forgotten world of 2D then go Here.

It's your choice. I won't pressure you. No pressure whatsoever.

No really, choose one...I DARE you.


Page 2
           



3D Total Homepage