Fenris Character Model in 3D

Fenris Character Model
3DI course

Long time no see! I have been very busy with the last assignment in my first 3D course.
For the last assignment I had to model a character for a video game. However I was not supposed to create the character from my own concept, I was given a character by one of my classmates. The character was Fenris.

The Modelling Process
Fenris is an elven warrior. Molded by his time as slave he is extremely distrutful of mages, and is more than happy to help fellow slaves. Fenris is a character in the RPG, role playing video game Dragon Age II and Heroes of Dragon Age.
Since Fenris is a elven worrior I gave him long pointy ears that are characteristic for the elven race. I also modelled a steel chestplate in order to keep him safe from blows against the chest. He also got steel gauntlets in order to protect his hands in combat. Since the concept artist decided to make Fenris a chibi character I created a small body with an gigantic head. Fenris is an elf and I decided to give him dark armor and fitting to the fantasy landscape hi is supposed to live in. Elves are often positioned in dark forest and that was why I found it fitting to give him a darker color scheme.

Problems and Solutions
The resolution criteria 1024×1024 was abit of a problem for me since I wanted to have many
details in the armor and skin of my character. I think my character might have ended up abit more pretty if I would have had the freedom to make the resolution twice as big. I also wanted to create sphere eyes but since the eyes of Fenris were way to big they ended up clipping through his head and I was left with the only solution to paint his eyes on the texture instead which turned out pretty well in my oppinion. Another problem I met while UVW unwrapping the model was that I had to give the hair of the character enormous space on the UV map since it in comparison to the rest of the body was enormous. I tried to scale all the objects in the same size but was forced to shrink the hair abit in order to be able to create more details in objects it was more needed like in the belt and chest armor.

What have I learned?
I believe the area I have to work on most might be not to rush the process. Since I was to eager to continue on my model I forgot to check after construction errors and so I had to go back steps when UVW wrapping the model and change the model many times in order to achive a good result in the UV map. I also had struggles when creating the seams on the model which I noticed later while texturing and applying the changes to the model in Unreal Engine. This forced me to go back and change the UV map several times in order to achive a better result with no ugly seams. In future projects I will try to not be as eager to force my modelling process to be quicker. I will try to stop, look at my model and search for errors before I move on to the next modelling step.

Next time I model a character or any 3D object I would tell myself to take it slow and not to rush the process. Be more precise from the beginning so that I would not have to go back after construction errors and having to redo the UVW unwrapping.

I am happy over the end result since I at first had problems with the Tris count. I was way above the allowed amount and somehow I still managed to reduce the count even with keeping the many details I was aiming for in the end result.

About Lisa Wackenhuth Svanström

2014 Graphics