3D Modeling & Animation
2025-2026
2025-2026
The title is Hanging Light and the concept is a hanging light flickering and swinging in an abandoned classroom. The purpose of the cutscene in my game's story is to show a preview of what the environment looks like before the game. The character in my animation is the rat. This character shows just how lonely and abandoned this place is. It tells the story of how bare and mostly sterile it is. All the models I will need to build for this scene is the wall clock, student desks, the hanging light, and the chalkboard. The one that will need the most detail will be the hanging light. The objects that need to be rigged is the hanging light and the rat. The rat will look sad and weak, showing there isn't many resources in this environment. My camera will be placed right near a student desk to see the rat and the swinging light at the same time with the other objects in the background.
Hanging light (Swinging and flickering) (rigged)
Teacher's desk (With books and papers)
Student desks
Chalkboard (With some writing)
Wall clock (Broken)
Bookshelf
Window (Cracked)
Rat (rigged)
What was the concept for your main character, and how does it fit your chosen prompt? The concept for my main character is that it should show how abandoned the classroom is. It fits the prompt because (again) it's an abandoned classroom.
How did sketching your design help guide your modeling process? Sketching the design helped guide me through my modeling process because I could import a picture of it and use it as a guide to create the basic shapes of my character.
Which modeling tools and techniques did you use most effectively? I used edit poly effectively because I needed to change the form of a sphere to create the head and the body together. The polygons of the sphere helped me transform the sphere into something different.
What challenges did you face while unwrapping or packing your UVs, and how did you solve them? One of the challenges I face was making sure the texture fit the face. It was a little difficult because the head was curved and I had to keep going back into google drawing to change little things.
How did you choose the materials for your character, and how do they support the character’s design, personality, or role? I chose simple materials because I didn't want to overcomplicate the rat.
How did textures, colors, and surface details (roughness, metallic, normal maps, etc.) affect the final appearance of your character? I used very basic colors for the rat and I didn't use any surface details. Overall, I think the simpleness of the rat was the best option.
What challenges did you face during modeling or texturing, and how did you overcome them? I faced a lot of problems during modeling. It was really hard to make the neck look smooth to connect the body and the head. I ended up just going with a sphere and trying my best. I think I could've done a little better and experimented a little more, but the turbosmooth definitely helped.
What part of your finished model are you most proud of, and why? I'm really proud of the body because that was the one that took forever to make. It didn't look very good with just the head, but once I added the tail, legs, and ears it looked a lot better.
How will this character be used in your future scene and animation artifacts? In the future I will use the character to jump onto a table and jump back down, a simple animation, but still enough to capture someone's attention.
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