Due to technological difficulties (= Maya 8.5 being a dick), I'd been having trouble transporting my work from Uni to home meaning that everytime I started something, I couldn't then continue it. Annoyingly, this has meant that I haven't managed to do as much as I perhaps would have liked to. The head you see above is probably the best looking model I've made. It was simply a sphere and I manipulated the UV's to create the shape and then used one cylindrical map to texture it. I did the eyes closed when Steph pointed out that eyeballs are usually created as separate objects so that they can be moved about within the head. When I first created it, I wasn't quite savvy enough to start making individual objects. Now however, Josh has taught me about parenting and more recently, creating a skeleton for you models with which to animate them (though I am yet to try out this daunting procedure!).
With regard to the 'Tin Toy' project, mine has been on a bit of a hiatus after a made a model I was quite happy with and mapped it out only to find that the file wouldn't open once I brought it home. I do plan on building a new one from scratch at home, that I'll hopefully get rendered and in a presentable state within the next week or so.
I should probably point out here that through discussing the concepts I've painted with Josh, we have decided on a way for me to incorporate 3D in my main work this semester. Being that I'm a a Maya n00b, he suggested I try to build a set of low poly models representative of those seen in DS/PSP games. I intend to make a soldier (which I can duplicate to create a squad), at least one vehicle and an enemy or two plus some very basic terrain that I can then render as 'screenshots' and if possible display them on a PSP screen as a slideshow in April. If was to go the whole hog, I could attempt also to animate them and create short video clips too - Josh has shown us how to do so and it didn't look THAT difficult, though it is all dependant on time!
The conceptual designs are just about coming to a stage where I am happy with them and I have attempted to make a low poly 'man', although the joints will need to be adjusted before he can be animated. My next few posts will summarise the next stages of development...
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