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Textured Iron character model |
Showing posts with label Yr 3 Maya. Show all posts
Showing posts with label Yr 3 Maya. Show all posts
Saturday, 2 January 2016
Wednesday, 30 December 2015
[Minor Project] 38: Iron Character; Modelling & Texturing Complete
While I compile and sort my development images, these high resolution images act as evidence of the completion of my Iron character's modelling and texturing. He has been textured to look like a vinyl toy, which of course required a lot of tweaking! I have used a Mia_Material_X texture with a carefully customised Matte Plastic preset and a Maya-based bump map. My own small collection of vinyl toys proved extremely useful for figuring out the texture's attributes, especially my Bender figure.
I have not made Iron's hands retractable because in 3D it feels like the extra complexity of having hand-alcoves in Iron's side would be out of place. If some form of sliding panel were used to hide the hands when retracted such an option would be stepping too far into robot territory.
Texture Influences
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Bender vinyl figure |
Wednesday, 23 December 2015
[Minor Project] 35: Iron Character; Head 3D Model Development Page
The page's size is 41.05cm by 23.09cm, with a ratio of 16:9. This allows the page to fit perfectly within the Art Of presentation, and would transfer well into a physical copy of the Art Of. This image is intended to be viewed at a larger size, accessible by left clicking on the image, or right clicking and selecting Open Image in New Tab.
Inspired by Tom McDowell's presentation during his visiting lecture, the Elements Academy logo will be visible throughout the Art Of presentation. As above, the requirement of the logo to be depicted on a black / dark background will be expanded into the full presentation; the use of font and its colour also stem from the logo.
Inspired by Tom McDowell's presentation during his visiting lecture, the Elements Academy logo will be visible throughout the Art Of presentation. As above, the requirement of the logo to be depicted on a black / dark background will be expanded into the full presentation; the use of font and its colour also stem from the logo.
Monday, 21 December 2015
Thursday, 17 December 2015
@Alan [Minor Project] 33: Iron Character; Modelling 02
FAO Alan
Since Iron's eyes aren't made up of spheres, what do you think the best alternative is for animating the pupil? After researching Sonic 3D models I came across the idea of using animated UVs, or animating a black circular plane moving over the surface of the eyes; would any of these be a suitable option?
On a separate note, I may have misheard one of my classmates last week, but is rigging (or building the skeleton?) now a significantly/completely different process in Maya 2016?
Some Progress Info
Development of the head will be compiled and uploaded in a separate post. Here's Iron's head progress so far!
See here for the models of his torso and feet so far.
I had tested out Iron's eyes but quickly realised that having them slightly bulbous did not work. I will experiment with flatter eyes and having them set deeper in the head.
Since Iron's eyes aren't made up of spheres, what do you think the best alternative is for animating the pupil? After researching Sonic 3D models I came across the idea of using animated UVs, or animating a black circular plane moving over the surface of the eyes; would any of these be a suitable option?
On a separate note, I may have misheard one of my classmates last week, but is rigging (or building the skeleton?) now a significantly/completely different process in Maya 2016?
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Iron head progress: smoothed mesh |
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First eyes test (to be revised) |
Development of the head will be compiled and uploaded in a separate post. Here's Iron's head progress so far!
See here for the models of his torso and feet so far.
I had tested out Iron's eyes but quickly realised that having them slightly bulbous did not work. I will experiment with flatter eyes and having them set deeper in the head.
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Perspective |
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Front |
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Side |
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Cross-section (Persp) |
Saturday, 12 December 2015
@Alan [Minor Project] 30: Iron Character; Modelling 01
Alan do you have any feedback for me on my Iron modelling progress please? Such as whether you think the hard edges of Iron's torso are suitable, or whether the hard edges are too sharp on Iron's torso/feet.
Latest Progress
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Perspective |
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Front |
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Side |
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Top |
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Foot Projections - Non-smoothed |
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Foot Projections - Smoothed |
Orthographics
Iron's head will sit partially within an alcove inside his body, his hands with also be able to retract into an alcove either side of his chest, I have indicated these features in the front & side views via dotted lines and darker shading. The side view does not show Iron's facial features or his brow.
Development
On Iron's foot I had previously performed an offset extrude on its lower part to create a hard edge, afterwards I decided to extend the edges up the foot on the 4 sides instead, giving the foot harder edges leading to the point. Curving in the bottom of Iron's foot in the front view did not look right so I decided to remove this feature.
Tuesday, 24 November 2015
[Minor Project] 23: Hydrogen Character; Modelling Progress 01
I'm going to ask for Alan's advice tomorrow on how I should best go about reducing the complexity of the geometry around Hydrogen's eyes to achieve a cleaner mesh, especially the closely packed edges running below the eyes.
The body circle in Hydrogen's top view is not accurately representative of the body's top view, however the hands are accurately presented.
My biggest struggle so far has been keeping Hydrogen's body properly spherical when I add & adjust new edges, however I am now trying to remedy this by using a live ('magnetised') NURBS sphere to help me position the vertices along a curve.
I have also adjusted the shape of the eye holes to take into account the eyelids.
The body circle in Hydrogen's top view is not accurately representative of the body's top view, however the hands are accurately presented.
My biggest struggle so far has been keeping Hydrogen's body properly spherical when I add & adjust new edges, however I am now trying to remedy this by using a live ('magnetised') NURBS sphere to help me position the vertices along a curve.
I have also adjusted the shape of the eye holes to take into account the eyelids.
Shots
Orthographics
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