Monday 26 October 2009

Modeling in Maya


MODELING IN MAYA
-POCAHONTAS
-GORRILLA




(Picture 0) Extra unneeded faces






(Picture 1)
I had a go at re-modeling Pocahontas in Z-brush, but i found it quite difficult and i still didn't get the desired effect that i wanted. so i decided not to use the model and just texture in the fur that i wanted to create.







(Picture 2)
This is the final model that was ready for texturing.





(Picture 2/3)
On this model i used the sculpt geometry tool which made her look more round and better then square, the problem i had with this was that i didn't sculpt her in half and mirror her, so she isn't symmetrical, this was because the model i was using i had already mirrored her, and to go back would have taken too much time.






(Picture 4/5)
On this model i tried to add more polygons to help smooth her over a bit, but i think i added too many polygons as it was difficult when it came to texturing and binding the skin.









(Picture 6)
The planes i used was the pictures of the model i had created with clay, it had the main idea i wanted to use so i saw not a lot of point in doing a orthographic drawing for this one.



(Picture 7)
This was where i started the gorilla, i was extruding the faces to create him.




(Picture 8)
Here i was trying to make his head a better shape then just round, and give him more definition.


(Picture 9)
This is the mesh of the Gorilla before i changed him to a more organic form.

(Picture 10)
This is the final model i used for my gorilla, i used a tool called Sculpt Geometry tool which allowed me to pull him out and make him more round and a fatter gorilla, i feel he looks a lot better like this.

(Picture 11)
This Gorilla i began to rigg and use, however in my formative i was told he wasn't very organic so i then learnt a new tool in maya that would help this.

(Picture 12)
I started to create a gorilla using the extrude tool to get a feel for how i was going to model him.

(Picture 13)
I was unsure of how to start the modeling, but i used a maya book called Learning auto-desk maya 2008 to create a penguin, then applied the same principles to the model.
I found using Polygons rather than Nurbs was easier to use in the long run.









The reference books i used to help me model was that of MAYA Character Rigging, by Cheryl Cabrera, Character Modeling with Maya and Z-Brush, by Jason Patnode, and Learning autodesk Maya 2008. All helped me gain a bit of insight as to what i was supposed to be doing.



I had many problems when i was modelling, one of which was when I somehow doubled-up on my geometry and had more faces then i needed, I tried to delete the faces and match them up, how ever it was all up the arms and legs so instead i went back to an earlier model and re-started to model him, as i thought it would be quicker to solve the problem, i also didn't want any problems when i had to skin him.

I tended to smooth the whole mesh rather then sculpt the model until i found i could use the sculpt geometry tool. so in future i will only smooth once finished the model.

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