Skip to main content

Making a character model Blender 2.57 Part one

New tutorial on another way on making a character.  For reference, I'll be doing this from right-ortho perspective, which you can switch to by pressing 3 on a numberpad, or if you have an emulated numberpad, the 3 on the number row.

So, you start out with your basic cube, go into edit mode and subdivide it.  Press Z to change it to wireframe mode and select the bottom half and the quarter to the right and delete it.  You should be left with a rectangular prism with a missing bottom and side.  You can fix this by selecting two adjacent edges then pressing F which will join the two edges together with a face, or you can leave it hollow.

The next part is mirroring the object.  Select the object and go to modifiers.  Since I'm doing the object from right-ortho, I will make it so it mirrors on the y axis, and y axis only.  Under options, check merge, clippings, and vertex groups.  This makes sure that the object mirrors correctly and also while you are modeling it doesn't make creases in the middle of the model.

Creating the character is all about knowing how to extrude, loop cut and merge edges.  If you don't know how to do this stuff (you have to be in edit mode);
extrude: select a face, edge, or vertice and press E.  When you've extruded it to the length that you want it, click the left mouse button (LMB)
loop cut: have your cursor over the face you want to add an edge to and hit CTRL R and click the LMB.  The purple line will change to an orange line, of which you can change the placement, when you have the placement you want, click the LMB to set it.

Using these tools will allow you to add more detail to your piece and also make it smoother.  Using this method, I've found that my models have come out better and more appealing,  it is also easier to cooperate with, that is, using a hollow mesh and deleting 3/4 of the cube before mirroring, and also clipping.
Withing the first couple minutes.

I extruded on all sides and joined edges where it was necessary to make the legs

I loop cut on the leg vertically a couple times in order to get the general roundness and once horizontally to show the knee and get the natural bend of the leg.  When I got the general roundness, it still was quite as round as I liked it, so I selected the leg and clicked the smooth vertex option.

At this point, it's starting to look similar to a Magical Melody Character, which that cute stoutness is what I'm aiming for this character.

Change of plans, proportional body.  After I got the general sizings, placements, and such planed out, I selected the whole body and smoothed the vertices some the moved the sides closer together.  


Popular posts from this blog

How To Import and Use Fonts

-Made by Chrome Fx Films

To use different fonts in your game, your going to have to acquire some fonts. You can go somewhere like 1001 free fonts and download ones you like and want to use.

When you download the file, you'll need to extract the file if its in  a .zip

The text file should have the extension .ttf. If you text files have a FFIL extension, simply rename the font file (yourname.ttf).
Drag the text file into unity to import. By default the Character variable should be labeled Dynamic.

The Dynamic setting means  that Unity won't pre-generate the texture, so if you look at your material containing your font, It probably will be blank. (read more here)
Now your over all objective should be getting your font to look like this (unless you prefer dynamic):
Where the characters of the font are not jumbled up and visible.
Now usually all you have to do to achieve this is change the Character variable from Dynamic to Unicode.
and that should work.
Now what some people over…

Handling Music and Sound Effects In Your Games

Initiative  While developing Treva's Adventure I had to figure out a way to handle multiple music tracks and sound effects in a clean manner or suffer horribly.  What was going to help me achieve a simple solution was taking all the different sounds and centralizing them in a single class in order to black box them.  Any other code trying to play a sound wouldn't even know the sound file's name.  All code trying to play a music track would reference a enum that defines all the track names.
Defining The Class Creating The Enum When I first started defining types in my enumeration,  I was naming the types to be exactly like the file name.  For a scary sound effect I had found a file named "ghost breath".  So around my code would be scattered lines like SoundManager.Play(SoundEffectType.GhostBreath);  This was fine until I found a sound that better fit the situation it was being used in,  and decided to use "ghost breath" for a different situation like a …

Don't Destroy On Load..

So if you want to keep an object or script that keeps up variables (or for any other reason) when you go from scene to scene, you need to attach a don't destroy on load static function, which goes something like this:

function Awake () {
    DontDestroyOnLoad (transform.gameObject);

The Awake function is call only once, when all the objects in the scene have been created. Read more about it here.

DontDestroyOnLoad has what ever is in the ( ) to not be destroyed when creating a new scene.

(transform.gameObject) is what will not be destroyed when the new scene is loaded, in this case, it will be the game object and all it's children the script is attached to.