We were given a model and told to unwrap and texture it, as
we had done before to previous models. It was fairly simple to remember where
to place the seams, however the model was poorly made in places and a lot of
polygons were triangle shaped. This meant that tools like loop wouldn’t be as
effective and it would be more difficult to place the seams accurately. This
was especially true for the foot, where the edges split to different angles in
many places. We were also asked to unwrap the hair, but I couldn’t work out
where the seams would go on the model, as it was made of flat shapes instead of
it being a 3D object.
Wednesday, 24 October 2012
Monday, 22 October 2012
3D Speed Test without Blueprints
We were given 30 mins to quickly build a model in 3Ds Max without
using a blueprint. I chose to start from the body and try to replicate what I had
done with the cartoon character previously. It proved to be a lot more
difficult to recreate the proportions of a person and a lot of the modelling involved
guesswork and estimating where the vertices should go. The hardest part was
creating the hands as it involves a lot of detail, which is hard to imagine
without a reference. I was given feedback that my hands were facing the wrong
direction (forward) for a model and that the model was too flat, meaning it
needed more curves for the spine and arms. I corrected this for the final model
that is displayed below.
Wednesday, 17 October 2012
Using Mudbox
We finished up creating the seams on the alien model we were
given last week and then unwrapped the model so that it was ready to be painted
on. We then exported it into Mudbox where I was given a chance to play with the
tools for the first time using the model. The tools are great for adding detail
to specific parts of the model and is much easier than 3Ds Max but has a very
high polycount.
Monday, 15 October 2012
Modelling Faces - Edges
We were shown different ways of creating the face of the
cartoon character that we were given last week. This method involved starting
with a plane, and then extending the edges out so that you trace around the
eyes and mouth. Then, after it was completed, I attached the two together, and
filled in the gaps with weld and bridge. This face can then be attached to the
main model.
Wednesday, 10 October 2012
UVW Unwrapping - Seams
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.
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.
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