Category: Uncategorized

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.


This slideshow requires JavaScript.

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.

This slideshow requires JavaScript.

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


The Shadow Of The Wind

Project Reflection

World-builders, project is over, with lots of thrill, drama, success and questions. First 3 weeks were quite hectic for me because of few uncertain circumstances and I hardly participate in any activity, missed few early lectures most importantly Craig first feedback session. I was literally thinking to quit this trimester because in early weeks I was not sure what is actually going on but I was connected with my team and informed them about my situation and they informed me as well. Initially, during in our planning session on Discord the entire team member actively participated and we have talked about our concept art and initial planning for our individual shots as well, but afterwards I observed that issues arose in communication and everyone is doing their own stuff and there was no clear communication even from the team lead.

Major Project Issues & Event

I would say our leadership is quite poor in this project, communication lacks in multiple occasion, deadline violation, are the main causes. In terms of implementation of project planning was not 100% successful because everyone is working on their shot which is good, but still need to check the progress whether doing right or wrong.

My Role in the Project

In this project, my shot was very important and it needs to create lots of assets as well and as I mentioned earlier that I’ve been assigned to model few extra assets as well, so it was a lot of pressure on me to deliver all the assets with textured in certain time frame. Initially when Micheal asked me to do few extra assets I said yes to him but when I started modelling I felt that there’s not much time left but I started with simple model first and stopped working on complicated models like glass dome and staircase with railing, and I shared with Micheal all of this situation and he said don’t worry about the Dome I will do it, afterwards I was relaxed and focus on my existing assets but later on Micheal message me on slack that he had to work on his shot so you continue with glass dome, so I had to finish all of my assets before the due date but couldn’t work well on my scene lighting and the result was I couldn’t give my shot because I’ve few lighting issues which I showed to Brett too. The problem was when I built a light for my shot, it came from floor, sides of the walls and it is so weird Brennan has checked and identified that the assets in the sequence were not two sided and then later I did all with two-sided, but it didn’t help at all then I match up the light manually with colour and point light.

Creative Process

During the creation of this project, I’ve learned drawing skills. Conception is the hardest job for me, but this time Katty has introduced new methods of the concept art in her lecture, this time was in bit more detail that how we can we play with the right tone and proportions and how to divide your work into layers, sometimes we know how to do it but we don’t know when to use it similarly I used to draw everything in one layer but this time I separated my background, mid-ground, and foreground in different layers and it’s so easy to handle workflow and easy to changes too. The next biggest thing I’ve learned during this process is how to build lighting though I didn’t achieve my desired lighting in the shot but I think I successfully match my shot with Brennan & Micheal. I want to learn and experiments more in unreal to polish my skill.

Specialization research blog

In this trimester, I’ve chosen character modeling for my specialization, during my specialization I will be focused on good topology.

In my previous trimester, I model few characters, but most of them are low poly characters so this time I will be a focus to learn how to build good topology, so for my character, I choose a 2d game character Guile from street fighter.

I choose this character because he has got very defined muscles  not so much clothing so it helps me to understand  the topology, In my model sheet I’ve changed his hairstyle because I don’t like it.


When we model any 3d object we follow industry trends and techniques, there are several different ways to model,  but I will discuss few basic and commonly used techniques.

  • Box Modeling
  • Edge Modelling
  • Nurbs/spline Modelling
  • Digital Sculpting


Topology is an essential part of any modeling process, I can explain in a very simple way that when we connect small edges, NURBS, point or faces  to each other and follow around to all across the  3D object this is topology.

If any model created for animation purposes,  then we should consider that the edge flow should follow the shape well because if it’s not following properly or it’s not positioned right then there is a possibility that if any bending happens it will be distorted, so we should consider very seriously if we working for the animation team.


Facial topology is hard and very technical because it has the concentric circle around the cavities like the mouth and eye and should allow enough flexibility of easy reshaping opening and closing.

imgur: the simple image sharer:

Limb topology, we need to avoid the use of N-gons,  if the mesh designed to bend because it has many vertices which can be created a problem later, quads are better if we compare with N-gons,  but again it can be a collapse but triangles are better than above cases and it works very well when bending happens.



The first step of any project is research and without research is like you are building something with closed eyes. I’ve done lots of research before start my project I’ve created a board on Pinterest where I saved lots of different concepts art, types of human body parts like face, hands, etc.



The second step is, I’ve started with very simple basic primitives, I actually started with a box and extrude it when I needed, now I do have a chance to an overview of the character’s proportion and I can get an instant feedback  how it looks and implement.

This slideshow requires JavaScript.


To further process, I will try to keep my model simple and add detail at the end, follow natural muscle lines and I will make sure I have enough geometry for deforming areas like the knee, elbow.





H. (2011). How to create character models for games: 18 top tips. Retrieved November 16, 2016, from
@. (2015). Modeling with quads or triangles – what should I use? Retrieved November 16, 2016, from
Limb Topology. (n.d.). Retrieved November 16, 2016, from
 FaceTopology. (n.d.). Retrieved November 16, 2016, from


In this trimester, I’m going to do modeling for my specialization and I will be focusing on character modeling.

I got a chance to model few different characters in my last few trimester, infect my second trimester I made my first character modeling and it was not bad. This time in my specialization I’m thinking to develop some of the famous 2D game characters from the 90’s, like street fighter & king of fighters and give them a 3D look.

I haven’t thought much about my character, that which character I’m going to choose, but I decided that I will be choosing from above two games. In character modeling I’m going to focus on body muscle, hair, and outfits, so these above three characters are pretty much similar what I really want to model. My research topic would be Character Modelling, topology, texture, and shaders.