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character turnaround adv art 1.png
3D CHARACTER MODELLING PROJECT

PROJECT FOCUS: 3D ASSET CREATION
SOFTWARE: KRITA, MAYA, SUBSTANCE PAINTER, UNITY

Kelpie Kalamos is the name of a character I designed and created in 3D. This was the first time I ever modelled, textured, and prepared a character in 3D from start to finish. I was able to apply my existing character design and 2D art skills for this project, in order to get to a higher skill level in 3D character creation.

 

Prior to this project, I had only made simple 3D models for class, such as chess pieces and barrels. Thanks to the learnings from those past classes, my third year asset creation class, plus the research I did on my own, I was able to make a low-poly model, fully textured and integrated into a game engine. In the future, I will likely recreate this model, and try learning how to rig and animate her.

3D ART
2D ART
CHARACTER DESIGN

FINAL PRODUCT

Since I was working on this model while I still had other classes, I spent 4 months on it. During that time, I created a pitch for my project, collected resources for learning about character modelling, used Krita, Maya and Substance Painter to create my character, and then imported her into Unity. I decided to make a low poly character this time because I wanted to start small, and then keep practicing 3D modelling after this project, based on what I learned.

 

Due to this being low-poly, I was able to finish this project, and I learned why low-poly doesn't necessarily mean easier. It's a lot more focused on efficiency and looking good with the least amount of faces/vertices/edges possible. I learned things about using Maya, the importance of good topology, and more over the course of production. Scroll down to see the wireframe and my process work, both for making the model and designing this original character.

MY WORK

WIREFRAME

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wireframe front
wireframe facing left
wireframe facing right
wireframe back

UVs & TEXTURES

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TOPOLOGY

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CHARACTER DESIGN

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TAKEAWAYS

By working on this project, I feel like I learned about myself and my creative process, and how I can improve it. For example, I now know more about 2D character creation than I did before, along with 3D modelling, due to my time concepting & making turnarounds. When I first started, I went in just thinking about making a cool looking character, but after working on this, I realized that the best character designs come from a place of intentional design. Planning out Kelpie's backstory, personality, aspirations and woes really helped me figure out how I wanted to present her visually.

 

Working on this project also taught me a lot of new things about Maya and Substance Painter, which I think will be helpful in my career. I will be practicing what I learned here to get faster in the future, and make even better 3D models. Even things I didn't move forward with for the final product, like face loops, are something I'm planning to use and improve in future works of mine.

 

I'm really happy with how this model turned out, and I can't wait to make even better 3D models for games and animations in the near future.

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