Tuesday, 17 November 2015

Modeling on Maya- keep calm and extrude

So since we were asked to model and animate a 3d character we started learning how to use the software, step by step the video tutorials we were provided with showed a few useful tools and really helped wrap our heads around the whole 3d world. So we started of with putting up reference images as 2 plains and start the modeling process. Throughout the whole process I realized how important it is to have good reference images so as not to get lost in the process and it just makes the whole sculpting thing easier when you don't wander about in perspective mode and end up making something that looks good only from one angle.

So we started from the pelvis of the character and just extruded the whole way up the shoulder. One problem I encountered during the extruding process was that I managed to make some of the geometry inside out, which can cause some problems later on, so I learned to watch out for that mistake.

While finishing up with the shoulder we were shown how to use the append to polygon tool which for some reason I found really fun. It just basically fills in face when you select the edges. Another thing I learned how to do was how to insert and delete an edge loop, as well as how to slide it. One important thing I took notice of was if you try to delete the edge loop just by pressing delete, the loop might disappear but it leaves a lot of unwanted vertices, so it is important to use the delete edge/vertex tool instead. Then we proceeded modeling the arm and the forearm roll (which I did not completely understand, but ended up just doing it anyway). The hand posed a bit of threat because it seemed complicated but it really was not. Just some more extruding and appending the polygons. Also while working with the hand we were introduced to the multi cut tool which helped with inserting a single edge on a face, it comes in handy when you need to make triangular faces or just inserting a single edge without the hassle of making a whole edge loop. Then we proceed with making the neck and the head, which essentially was the same process as the waste. Then we grabbed the remaining edges on the pelvis end kept extruding until we reached the foot. Then  it was just a matter or shaping and playing about with the vertices and finally (I found this extremely useful, because my character is really square and edgy) we inserted a final edge loop on the soul of the foot so as to give it an edge when its in smooth preview.
While following the guide I did not face any major problems with modeling on Maya. I actually really liked it, its a pretty simple process when you know what you're doing.

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