We were given a pre-made model of an alien and told to use
UVW unwrapping to add seams around the model to unwrap it correctly. I began
with the head, making a T – shaped seam on the back of the skull like I had
done last lesson, and then added seams on the edges of the eye and mouth holes.
Then I added seams going down the Spine of the model, and separated the arms
and legs with seams. However, the hands and feet were very difficult and was
later shown that you separate the hands and nails and then add seams across the
sides and tips of the fingers. When editing the unwrapped UVW map, you can turn
on ‘Auto-pin moved vertices’ to make moving around specific parts of the hand
easier.
Wednesday, 10 October 2012
Monday, 8 October 2012
Blueprint Modelling - Cartoon Character
We were given the task of modelling
the basic shape of a full, cartoon character. We were given the blueprints for
the character and I used that to match up the box’s vertices to the outline of
the character. This was difficult as, the blueprint wasn’t very good and didn’t
match up in some places. In addition, you couldn’t see under the arm, so I had
to use guesswork to figure out where the outline was. To create the arms I just
extruded a shoulder out from the body and then extruded down for the arms. I
did the same for the legs. Using the relax tool, I could smooth out the body
and make it less blocky.
Wednesday, 3 October 2012
UVW Unwrapping Practise
To learn basic unwrapping techniques, we were give a milk
carton with a texture, and were shown how to use unwrapping to edit the
texture. We flattened the model in the unwrapping menu and then applied the
texture to the canvas. Then, we moved the different polygons of the model so
that it matched up to the texture. It updated in real-time in the perspective
viewport so it was easy to see if you were doing it correctly. A second monitor
would be handy in this situation.
Monday, 1 October 2012
Blueprints - Plane
To practise my use of blueprints to aid in modelling, I found
a blue print of a plane and begun with a box. Moving the vertices on the box to
match the blueprint in the background, I was able to create the basic shape of
the plane. I then extruded and matched up the sides of the plane to create
wings. The rendering issues shown in the picture are not an issue at the moment.

Edge Flow and Autogrid
To prevent triangle polygons in our model and improve the
edge flow of our models, we were taught how to use loop on edges to move them
around. We were told to use rotate on the edges to prevent horizontal lines on
our models. We did this by practising on a leg model and creating the basic
shape from a basic cylinder.
We also learned that by using auto grid when creating an
object, the object keeps the rotation of the polygon that it was created on.
This is useful for creating objects on landscapes.
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