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The process of modelling and animating a stylised 3D video game character

Haapapuro, Jirko (2022)

 
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Haapapuro, Jirko
2022
All rights reserved. This publication is copyrighted. You may download, display and print it for Your own personal use. Commercial use is prohibited.
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2022112724359
Tiivistelmä
Stylised game characters are different to realistic characters from the way they look and act. This thesis went through every work phase needed from designing to animating a stylised video game ready character and the things that needed to be considered while doing so. Every chapter holds a theory part, and those theory parts were applied to an original character that was created. This information can be used while creating characters.

Character creation went without any problems, and the information gathered was a crucial part in making the character fit into their fictional world. The character was also kept easily readable to the viewer. It was found that extra steps neededto be taken to make the character able to have stretchable bones inside game engines, and a solution for this was found from an addon, which was used to make this possible.

The thesis topic is broad so further information on the topic would be useful to acquire. Information like proportions, color theory, shape language, and animation principles were presented in this thesis. Skills like sculpting, baking, texturing, rigging, and animating among others were practiced in the thesis creation process. The Unity engine, and the world around the character, were not in the scope for this thesis even though they do play an important role in the game character creation.
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