This diploma thesis describes one of the most widely spread approaches to 3D modelling and animation of characters for use in modern video games. The workflow is presented in detail with practical examples. It consists of collecting reference images, ideas, modelling our first rough shape of the model, adding details and later creating animations and finally texturing it. In the game environment, an example usage of made characters is demonstrated.
Over the course of this thesis multiple problems are encountered, e.g. reduction of number of polygons from our base mesh.
This whole process requires usage of mainly three different computer programs. Blender 2.79 is used for modelling and animation, Unreal Engine 4 for final demonstration in real game environment and Substance Painter for texturing part of the workflow. Each software is also briefly presented in a separate section of the thesis.
The goal of this diploma thesis is to present a complete workflow when creating playable characters and clarify any ambiguities one may encounter.
|