Monday, 4 March 2013

Modelling Jesse.


First thing I did was too import the image files into Maya so I would have two reference points in which to start modelling the character. these were the images I used:



After attempting to model in Maya last time, it turned into a total disaster and destroyed my confidence. Knowing pretty much nothing extra when I went into Maya this time the experience was much much better and I enjoyed modelling Jesse.. even if it took 7 hours.




I started by creating a plane and splitting it in two. One of the eye section of the face and one for the mouth. After last time I made sure all the outer vertices had been snapped to the centre to avoid problems when mirroring later. I was particularly apprehensive after making the T-shirt sleeves as I thought this was going to be impossible at first look. 




This was just before I mirrored the character. I made sure to use edge flow effectively this time by deleting edge/vertexes and unneeded edges to try and reduce the overal poly count.  The Hardest part of this was the shorts. I wanted a baggy effect on the shorts and this was very difficult as I wasn't modelling with cloth but i think the shorts still look pretty good despite my struggles.






After failing at Uv texturing last time, this time i decided on a different approach. I found this tool called the 'toon shader' which essentially gives the effect of your model being a cartoon. This was very beneficial to me because it reduced a lot of time texturing. It also made sense to do it this way for my scene anyway, because they're space hippies lots of vibrant, changing, flashing colours can only support the hippie premise. I also thought that actual textures on a very much cartoony alien would not have worked as well. Plus this way the environment and character can blend seamlessly as I have also used the toon shader on the vehicle and the interior.

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