Month: December 2016

Specializtion Post-Mortem

Alright, my specialization is over and I’m happy to achieve what I’ve planned so far. I’ve chosen character modelling for my specialization which was a little difficult task for me because I’ve done character modelling in my MDU125 and afterwards didn’t really practice at all, but I would say during my specialization process, there was a new learning technique I discovered and this time my research topic was character topology which helps me to understand and develop right topology.
What went right

When I’ve started modeling my character, I’ve done all my research and process references, which really help me to follow smooth workflow. I’ve collected a lot of reference images which were really helpful throughout my modelling process, then I was following few tutorials as well, I would definitely give credit to Brett, who advised me how to start the process, make a Pinterest board for the reference images and it really worked before that I normally started and stuck in the middle, so yeah this time I’ve done this project with planning and I’m happy with my result.
What went wrong

I think, Couple of things didn’t go well. The first thing is my reference image which I’ve followed throughout in my modelling process, the resolution was scattered which was really annoying especially when I was doing my facial modelling, most of my facial modelling I’ve done for my own reference which obviously you can see my character face, and It looks little different but I’ve learned the lesson this time and will try next time avoid this. The 2nd thing was giving detail to my character in Zbrush, I should have planned earlier, which I admit because In the last couple of weeks I started work on Zbrush and It wasn’t enough time. First of all, it was really hard to understand the interface of Zbrush it’s quite confusing then there was lots of mess I did with my character and there was no time left for the experiment because the deadline was near so I stopped.


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In all of the project, something went well, but others not. I’m satisfied with my overall performance because character modeling is not an easy task to perform there is a lot of technicalities which was good for me that I spent a lot of time on research and then implement all my research. In my holidays I will work on my character in Zbrush give detail and do texture and rigging too for the animation.


Post-Mortem Cross Dscipline

This is the post-mortem of my cross-discipline game project  ‘Enouement’. As I mentioned in my previous blog that this is a virtual reality game and it has a lot of exciting 3d models. A player has the power to pick things up with the help of the hand, which appear on the screen. I’ve done 3D hand in 3ds max for this game with three different variations, one is normal, index finger grasped and a full hand grasped.

This is my second collaboration with games, and my first VR game so I was excited to work on this kind of project. I’ve done my asset in the 1st week for the feedback and then continue for other variations which completed as well in the second week. The asset wasn’t really complicated for me as I just need to model a simple hand with no texture just plain white color.

The process was pretty basic, so I’ve started with the index finger and copy that with different size and shape of the hand and then model palm.

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The only thing went wrong during this project was communication from the game student, as I mentioned earlier in this blog that this is my 2nd collaboration with the game people, but the most common thing I found in both projects were poor communication from the game students which I think they should improve and it’s not just one person I’m talking about the general game student. I was waiting to get a feedback from them and they replied back after one week.

Overall, I’m happy that I was a part of this project and looking forward to being part of any of other future projects.

Here is the game link below where you can download the game:


Research & Development

During my specialization project, I had to follow the process that teaches me how to develop a right topology, especially for a character model, I got a chance to read research blogs and watch some effective tutorial about the 3D modeling during my specialization. My main focus or research topic was topology and in my past few trimester I developed few character models, but those models were just alright, topology was poor because when I tried to rig them  there was a lot of deformation, but this time I literally work on every single vertex of my model to develop good topology workflow. This time in my model I’ve used quads and avoid Ngons and tried to keep my workflow smoother, quads are always good for deform and shade well.

When we are doing character modeling, the face is the most important and sensitive part which we have to consider with extra care. Facial topology is very important, but technical and complex too. There is no any certain rule to follow there are many different ways to do it. Facial topology has several loops which help to deform well and the most common method as far I know and watched the most of the tutorial is the eye loop, this is the area where most of the facial structure is dependent.


Alright, My specialization was a stylized 2D game character Guile from street Fighter. Why I choose a character for my specialization? The answer is when I was doing my VFX project in last trimester we required few 3d assets for our VFX sequence, though it was not really big assets,  but still need it and for any model it is very important to understand the topology and honestly,  I’ve modelled almost every trimester, but topology was alright, so I decided this time I want to learn more about the topology and character modelling is a good way to understand topology.

My 1st step was lots research and planning, so I created the Pinterest board where I tried to save lots of reference images  which can be very helpful during my modeling process. The 1st thing you need to start with is the reference image of the character. I tried to sketch first, but I can draw a front view very well it takes time, but I can draw.  The only problem to sketch for me is the side view and match it with the front  so I decided to leave and found the reference image from the internet. It was good,  but I did change his hairstyle.


I set up my reference image because it is highly recommended to use the reference image so that we can get  a basic shape and we can plan better before the start and I did it.


After setting up my reference image in max the next thing I started modeling with box.I started with a box to get a very rough basic shape of my character. This is the 1st step to get in shape and you can get a rough idea how your topology will flow and this the main area later where all the topology will connect.

Initially, I got a shape from neckline to the waist and apply a symmetry modifier so that I can focus on just one side and this is a very helpful tool in the modelling process.

The next thing is to start is hand and leg, so I choose leg first so I complete my body first. The leg is not really complex what I did just extrude and got in the shape it’s simple.

The next challenge is hand. In this modeling, I model separately and got the basic overall shape of biceps and triceps,  and I  model the palm and fingers separately and blocked my shoulder then later target weld with the body. I blocked very basic foot’s shape.

Facial modeling is a little time consuming and technical too. The 1st step I followed for my facial modeling is the loop around the eye and then the 2nd loop is around the mouth and blocked in the contour of the face.

As you can see in the above picture, I started building my eye socket , modeling the mouth and modeling the cheek bones, and later filled the gaps of the face with the help of the cap and cut tool to maintain my edge flow. This was not an easy process it takes a lot of time because my model was stylized and reference image was not very clear It was difficult for me  to follow the exact same with the reference image and my model is little different from the actual image but that’s ok.

Later I have a model nose, ear, and overall shape. Once I have done all this process my next task is to refine my topology. There were lots of extra loops around the head,  which I need to remove so that I can target weld my head with the body.After attaching my character head to his body, the basic structure is ready, then I had to start his extra accessories like a  vest,  trouser, and his hair. I have finished my character 3 weeks earlier so I have time to experiment little further and I started researching on hair & fur modifier which is normally used for hair. I watched few tutorial as well and I successfully created the hair and gave him desired hairstyle too.


I started hair with the line tool as you can see in the above picture which is not looking bad at all but I have a chance to learn new thing so why not real hair looks far better than box hair.


I create a separate head mesh for the hair so that it won’t affect my model.


This above picture is the final look of my model after the hair style.

Cross-disciplinary Project

Enouement is the name of my new game project for cross-disciplinary work. It’s a virtual reality game and it needs a lot of exciting 3D models.  The theme of the game is very simple. A hand will appear on the screen and it will allow the player to grab different thing from  the desk, there is a similar example of how it works.

Alright,  I’ve been assigned as a 3d modeler and I need to model few assets for the game. Team lead has chosen me to model  a hand in this game with three different variations  normal, index finger grasped and a full hand grasped.., it’s great to be a part of this project.


The above link is Art bible for this project and a complete list of required assets for this game. I’m looking forward to the outcome of this game and I will make sure give all the assets before the deadline.


R. (2016, November 07). HOW TO HOT DOG!! | Skreleton’s Hotdog Kitchen (HTC Vive – Virtual Reality). Retrieved December 02, 2016, from