Creando un PERSONAJE para videojuegos
Estos días han estado un poco flojos, mi amigo @eliudgnzlz me comentó que necesitaba ayuda con unos modelos para su videojuego, yo dije "¡Manos a la obra!". Es nuevo para mí crear personajes, he tenido muchos intentos fallidos, problemas con el rigging (proceso en el que se agrega huesos a un modelo para poder animarlo) e infinidades de cosas más. Específicamente me dice que necesita un golem(que el ya lo tenía a medias) y un alacrán, supe de inmediato que sería un reto, uno muy bueno para alguien que estaba sin ideas.
These days have been a little lazy, my friend told me that he needed help with some models for his video game, I said "Let's get to work! It's new for me to create characters, I've had many failed attempts, problems with rigging (process in which bones are added to a model to be able to animate it) and infinite things more. Specifically he tells me that he needs a golem (which he already had half done) and a scorpion, I knew right away that it would be a challenge, a very good one for someone who was out of ideas.
I have a laptop a bit(very) slow, the only regular thing is the processor, even so from time to time blender crashes blender. I need a graphics card or more ram, but let's get back to character creation. Starting with the golem.
On a sheet of paper I was making a small design of what it would be, and it didn't look too bad, although I need a lot of practice
Something like this was how it looked in blender (taking into account that I only completed the left part of his body and the face).
Al momento de hacer un modelo 3D, la malla (la geometria con la cual está hecho el modelo) es unas de las cosas más importantes, ya que de ahí se saca el mapa de uv(o los mapas)que básicamente es desplazar todas las caras del modelo en una superficie 2D para así poder modificarlo de muchas formas, tanto con sus coordenadas, o con una herramienta de dibujo para texturizar el modelo. Yo personalmente uso las uv's para texturizar con cualquier programa que admita la edición de imágenes, como lo son Krita, Gimp, Photoshop, y cuando no son muchos detalles a pintar, con el simple editor de blender basta. Obvio esa es una de las formas, existen muchas más con programas especializados como lo es Substance painter de la suite de adobe.
En fin, en este caso caso desplegué las uv's con su forma en 3D
When make a 3D model, the mesh (the geometry with which the model is made) is one of the most important things, because from there you get the uv map (or maps) which basically is to move all the faces of the model on a 2D surface so you can modify it in many ways, either with its coordinates, or with a drawing tool to texture the model. I personally use the uv's to texture with any program that supports image editing, such as Krita, Gimp, Photoshop, and when there are not many details to paint, with the simple blender editor is enough. Obviously this is one of the ways, there are many more with specialized programs such as Substance painter from adobe suite.
Anyway, in this case I deployed the uv's with its 3D shape.
Blender cuenta con dos motores de render,(que son los que permitan visualizar los modelos con sus materiales y toda la configuración) uno se llama Cycles y el otro Eevee. Ambos tienen usos y características diferentes, por ejemplo, Eevee es un motor realtime, es decir que es como se vería en un motor de videojuegos, cosa que en Cycles no. Cycles es más para usarse en los trabajos que no estarán destinados a videojuegos.
Blender has two render engines, (which are the ones that allow to visualize the models with their materials and all the lights configuration) one is called Cycles and the other Eevee. Both have different uses and characteristics, for example, Eevee is a realtime engine, that is to say that it is as it would be seen in a videogame engine, something that Cycles is not. Cycles is more for use in works that will not be destined to video games.
I proceeded to add the very basic texture that I created in paint, with the help of color atlas I assigned it to each part of the body. It is a technique that is used a lot in the creation of assets and characters in video games, it gives a nice, organic and light finish to our model. Everything is in a single material, at least the body part because all the pieces have the same color, and in the eyes if I used a different one because they have light emission.
This is how it finally looked like:
The stones added in the background are his environment, his habitat, it gives a concept to our character, and a much nicer look together with the lighting and the sky.
Si quieren que profundice más en los temas anteriores, ¡dejen un comentario y con gusto lo hago!
(No me hago cargo de los problemas de estrés que deje xD).
If you want me to go more in depth on the above topics, leave a comment and I'll be happy to do it!
(I take no responsibility for any stress problems I leave).
Todas las imágenes son de mi autoría
Traducción: Deepl traductor
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