Showing posts with label 3D Design. Show all posts
Showing posts with label 3D Design. Show all posts
Sunday, 14 February 2016
Human hand modeling.
Human Hand Modelling.
When starting to model the hand I started off with the simple shape and added edge loops to develop the palm, a cylinder for the middle finger where edge loops bent and the finger in to shape the producing a sphere for tip of the finger to add finger nails. I then copied the middle finger and changed the shape to where the others would be placed as well the thumb, the final product looked like this:
Thursday, 4 February 2016
Statue For My Battle Arena
Mood Board.
Model Idea.
My model idea came from the Star Wars statues players can see in the Old Republic and Jedi knight series, I chose to develop my idea from this because the designs of the statues can be seen as bring out the superiority of the environment and importance of its location.
I added a small piece of concept art as an example of how I think the final idea will go down.
Statue model sheet.
What I want from design is a robed figure placed around the center area of y battle arena to produce more a sacrificial theme to everything. For development I will have to develop the human inside before hand so developing the cloak, sleeves and hood proportionally be easier.


I developed the body of my statue, in which I didn't create the legs because it wouldn't be seen on the design due to the long cloak dropping down over them.I used the head and hands of the previous homework's in my design as a way to cut down on time within the 3D modeling of the character.
The hood first thing I started to work on as for me its easier for me to understand the proportions of the body in which I made first allowing me to fit easily later when I complete the full robes of my statue. Then came the sleeves where I modeled the one and mirrored over to get the same model.


When designing the robes i tried to create it from the model design that i made but it didn't seem to work out the way I wanted the design to go so i had to rethink my process in which decided to recreate the design.
What I had chosen to do was split the design into two section with a lower part and upper which i found to be easier to form and look more natural around the body.
From my original idea I had the robe being more droopy with the cloth, in which I decided on having the characters cloths more fitted.
The Final Model design.
After some complications with the cloak I'm really pleased with the final design even though it has some differences to the original, the statue looks like to me looks really good all it needs is to texture it.
When it was time to UV-Map I started with the clothes then moves to the body as it was much easier than combining everything together, but when I had to unwrap the body it took me a long time to figure out what parts to do first due to the smaller pieces having a bigger impact when stitching together as it went wrong many times.
Once the UV-shots were done I then made my own rock texture but mixing up different textures together my aim was to develop a texture similar to the ones on my battle arena but can stand out more when viewing the environment. I wasn't sure if I should go for a smooth stone texture or more jagged one but I decided fitting the theme of my arena i would got for a curved surface look where I knew the statues place would be.
The next stage was to use an Ambient Conclusion this will produce a nice shadow effect towards the texture to bring the statue out more, in which I did this to all the parts to the model as I wanted it to look its best.
Once the UV-shots were done I then made my own rock texture but mixing up different textures together my aim was to develop a texture similar to the ones on my battle arena but can stand out more when viewing the environment. I wasn't sure if I should go for a smooth stone texture or more jagged one but I decided fitting the theme of my arena i would got for a curved surface look where I knew the statues place would be.
The next stage was to use an Ambient Conclusion this will produce a nice shadow effect towards the texture to bring the statue out more, in which I did this to all the parts to the model as I wanted it to look its best.
I then placed the UV-Maps into photo as well the Ambient Conclusion and the rock texture then placed everything together, I painted on a brief grey scale paint over the mapping and formed a rocky texture this allowed a small amount of dark textures over the stone to bring out some ash of the volcanic environment.
Here's a what the texturing process in Photoshop for the body.


When rigging I had to think how would the bones move if in this stance and what positions they would be in. So when rigging I had to move each joint slowly to understand the limits of how far the skeleton would go because if move too far the sleeve in my case would rip so moving individual joints was a slow process but effective non the less.
This is the final design came out like keeping the idea of have the hands locked together. The next stage was to upload the textures and place them on the model.

When texturing you need to create a new lambert this would allow the texture to sit on top the empty one. Here's an example of the layout.

Here is what the final textured design looks like.


My Final thoughts over this project has been really enjoyable from the freedom to design everything to the how the design has to link towards the battle arena made the decision on what to do a bit challenging because at first I didn't really know what to do at the start. What I think I could have improved on with my statue is through the design of having much more detailed textures on and could have put it through zbrush to create some cracking in the broken statues.
Sunday, 10 January 2016
Head Modeling
For our 3D work we need to have the basic understanding of how to model the human head for character development or for our case statue making where it is important to understand the proportions of the human face.
To develop this we used two images front and side as a template (Images below) this allowed to construct the head and bend it around while following the guide lines placed on the image.
from this I created half the face then mirrored it so I got the other half allowing to connect the vertexes together to have the front half of the face.
To develop the back of the head I carried on following the lines by extruding the lines of the face so I could wrap around continuously allowing me to connect the jaw and neck together and finishing off the rest of the head.
The ear and nose were the most trickiest part of the developing the head where bending and extruding the lines to develop what the noses shape came out to be a bit pointy at first due the connecting vertexes together so I had to delete come line to flatten out areas which turned out to work out better.
For the ears I had to make them separately and due to the complication of the vertexes in which I decided to make it as simple as possible and not get involved with all the lines as you can see would be very annoying when connecting everything together.
I had a few problems when I was modelling the heads and ears in which were that I made the ear holes to simple for my ears to go so I had to delete some edge loops instead of adding them due to wanting my head to have flat edges on it to go with the design of my statue character in which ill be using later on. Restarting came an issue when finding extruded placed didn't fit the areas and needing to add more came to be a bit confusing when bending to the side view.
All together I had a difficult time making this but enjoyed the finished product even though it can be said of being a little simple of a design.
Friday, 11 December 2015
Mushroom
We were challenged with design and building a mushroom on Maya and texture it ourselves.
Here is the basic design and UV Map.
I colored the UV Snapshots to my own design.
Thursday, 10 December 2015
New Idea.
During the process of creating my Battle Arena the file that I was working on had been corrupted so I had to start again so I chose I different design to my original idea where insead of having the arena inclosed with walls and have an oceanic landscape I made the decision to create the same concept of the original idea but have the building on a volcano to add to the peril of your enemy and lava.
The design of the structure will be of an ancient sacrificial site where the ancients used to make sacrifices to their Gods.
Here's the basic layout of the arena where two levels separate each other from the mouth of the Volcano allowing the player to move around more freely and attack in different directions. the landscape is full of volcanic action to get the player triggered to want to attack each other.Having Problems Texturing:
When texturing a problem kept on coming up where when I tried to drag on my textures to individual models it wouldn't happen, the way I sorted this was the export the model on my desktop then delete the model and import it again which worked fine. Due to my last file being corrupted I started the save it to my desktop and Hard Drive this lead me into another problem of when I had to load up the file and not having my textures show up in which was sorted by assigning the textures to one file on my hard drive rather than my Desktop and the had drive.
Screen Shots of the Battle Arena.
Here is the finished product in Maya completely textured and waiting for me to export it into Unity.
Wednesday, 14 October 2015
Battle Arena
We have to design a battle Arena for a project.
For the design I'm thinking of creating a isolated arena either in the ocean, mountains or desert. for inspiration I've studied films but mainly games such as Mortal combat, Smash Bros while films such as Star Wars and gladiator where the shape of the arenas in both films stand out more that the location.
My first construction via Maya.
I began to create more basic shapes of how I want my battle arena to look like.
Moving from the base I started to created the platform in which the base is being placed upon.
I wanted to work on the landscape of the arena because I need to know how much space there was going to be for everything.
This is my design board in which I wanted my arena to look like.
I didn't like the way I produced the landscape so I decide to create it differently with a built in arena on the side land.
Saturday, 3 October 2015
Using Maya
Creating a Barrel
I was given the task of create a Barrel form the programme Maya which turned out to be more difficult than it look due to me never touching the programme before and all the stages need to visual make it s well sculpt it.
What I enjoyed
Due to this being the first time I've used to programme there is little I enjoyed due to the concentration needed to understand what everything does basically try and error system seemed to work out for me when making the object.
The Problems
What I didn't understand through the process of making the barrel was the complex buttons the you needed to know as well the instruction of how to add colour which left me in all different ways that I needed to start again but all was needed to understand the programme better.
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