The goal of the diploma thesis was to create a 3D female character suitable for use in a computer game, using modern specialized software. In the theoretical part, we explained the concept of 3D modeling and described the software used to create a 3D character. In the experimental part, we described in the workflow, applying the programs Autodesk Maya, Zbrush and Substance Painter. Each program is specialized for and used in specific areas of 3D design. A rough shape with a low number of polygons was produced in the Autodesk Maya program, then we digitally sculpted the model in the Zbrush program and got a model with a high number of polygons. In the next step, we retopologized the model in Autodesk Maya to obtain a model with a low number of polygons with an ordered topology. In the same program, we also made a UV map and prepared the model for texture painting, which we performed in the Substance Painter program. Finally we animated the model in Autodesk Maya, for which we first made a skeleton, painted the skin weights of the skeleton, and then created the animations. We made additional equipment for the character by using the same process. The final character with animations was tested in the Unreal Engine 4 game environment by importing all files into the engine, implementing the movement logic, and moving the character in the game environment. The final product of the diploma thesis is a textured and animated 3D female computer character with equipment, consisting of hair, clothes, gloves, shoes, and a bow. We created animations for running, attacking, jumping, and an idle animation with minimal movements.
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