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Points, and lines between these points, define the object in virtual space.


The more points added, the greater the detail.


The object is sculpted by moving points along the X, Y and Z axes.

           
   

Modelling

Once our characters had been created on paper and in our minds, our next step was to create versions of these characters in virtual reality (inside the computer). The first step in this process is the modelling of the various parts that make up the character.

Modelling refers to the process of creating a three-dimensional object in the virtual world of a computer. In the context of character development, it is the creation of a virtual sculpture of the character. We sculpt the character bit-by bit, creating the head, eyes, teeth, hair, hat, hands, torso, jacket etc. as seperate objects, and then combine these to create a working puppet that we can animate, and thereby tell our story.

This "sculpture" or mesh as it is more commonly known, is a collection of points in 3D space that are connected by lines that define its borders.

By pushing and pulling the points around, we can define complex shapes, and by using algorithms defined within the 3D program we can add resolution to the mesh, making it appear smoother and more complex.

 

 

Complex shapes can be
achieved by pushing, pulling
and adding points.
 
 
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