Finally, somehow some of the images in the render farm did not render and so I rendered the rest myself...then afterwards realised I'd rendered from the wrong scene... great. Thankfully, the process was not too time consuming, as I was only short about 25 frames. So well I got there in the end:
Showing posts with label Maya. Show all posts
Showing posts with label Maya. Show all posts
Wednesday, 4 December 2013
Monday, 2 December 2013
Friday, 29 November 2013
Week 12: Polygons
Uv mapping and texturing:

I (for some reason) decided to smooth my object before UV mapping, so I gave myself a slightly more difficult job in UV mapping. Trying to understand where the best places to cut the objects for the best results I found rather difficult. It took me some time, but I got there in the end.

Again, another task I felt like I had no idea what I was doing - texturing. However, after some advice from one of my peers I found the whole process was really rather enjoyable.

I (for some reason) decided to smooth my object before UV mapping, so I gave myself a slightly more difficult job in UV mapping. Trying to understand where the best places to cut the objects for the best results I found rather difficult. It took me some time, but I got there in the end.

Again, another task I felt like I had no idea what I was doing - texturing. However, after some advice from one of my peers I found the whole process was really rather enjoyable.
Monday, 18 November 2013
Week 11: Polygons
Poly shoe progress:
After creating the sides of the shoe I had realised that I needed holes for the laces. Of course I hadn't thought to create them and then duplicate that side and move it over. So for the sake of position and time, I put the holes in one half, deleted what would have been the completed other side, duplicated and moved it into place. Then I had to tweak and edit the other side to sit as it should. It was surprisingly not as painful as I had originally assumed.
The laces proved to be rather tricky. Getting the right shape and preventing the laves from intersecting each other too much, for example was more time consuming than I had anticipated.
Saturday, 16 November 2013
Week 10: Polygons
I finally began my shoe...and let me tell you that everyone lied when they said that modelling in polygons would be easier!

Having used maya only once or twice before, and running miles away in the opposite direction whenever the term 'Maya' was used, I really did feel like I was coming into this completely fresh.
When I began I found it really difficult to get my mind out of the nurbs mindset. Modeling in polygons is very different.
I had to restart the model several times but after some guidance from my peers I started to get my head around it. Eventually.
Tuesday, 8 October 2013
Week 5: Nurbs Modelling
Slowly but surely, I'm starting to get to grips with the process of modelling. However, the shapes are really simple and I believe this is probably why. Once getting round trying to make hard-edge shapes with the CV curve tool, there is a lot of duplicating that can be done.


Side View
Perspective view
I feel the use of curves will become more useful in creating the more organic shapes that are in the image.
I feel the use of curves will become more useful in creating the more organic shapes that are in the image.
Monday, 30 September 2013
Week 4: Nurbs modelling
Using the CV curve tool, I tried to create the hard-edge box shapes, applying more points to create the corners and then closing the curve created. Then duplicating the curve, resizing and lofting between to create the box surface/shape. This same rule was applied to the shelf and these shapes were just duplicated and re-sized to accomplish the desired shape.
The process started off surprisingly slowly, for such basic shapes. Having never modelled anything in nurbs and with very little 3D and maya experience in general, it took a while to get into the correct way of thinking.
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