Blog Archive

Tuesday 25 October 2016

Ammo bag inspiration





After contemplation, my bag really doesn't have enough detail for me to create an interesting piece. Here are some reference pieces to create a leg pouch. I find that I am leaning more towards the traditional leather bag. I am really excited by the wear and tear, beads and string on the fourth bag which I believe comes from a tomb raider game. I feel this would suit my nomadic, organic forest character far more than a simple ammo pouch- which now looking at her looks a little careless. I am looking forward  to UV mapping and texturing this piece. 

Button Experiment














After completing some of the maya tutorials I feel that I am more confident in using Maya. I have experimented in creating a bag for my character. I spoke with Jaime our teacher about extruding a button from the bag itself and we discussed the limitations of not simply adding creating new geometry. I found a tutorial for a button on youtube. I am really pleased with the enormous database that youtube itself has to offer. I found that I as a learner memorise by watching others so I have been watching hobby amateur maya videos out of curiosity.

I discovered that I really must pay more attention to the video instructions I am provided with as cutting corners will result in issues in creating shapes. I had issues creating the button when I split it into a quarter piece and then reflecting the shapes to form a circular form. The first issue I had was with the axis position. After some analysis and discussion I realized that the problem laid with where I was reflecting the button upon the axis. In future, I must pay attention more to the position of the mesh when working with it. The second weakness I found in my work was that when creating the button again quickly for demonstration purposes, the button was unable to keep the holes constrained to mesh in reflection. 

The resulted drawback was that the button holes did not remain tangible and merged together; skewering. I went and experimented some more and found that adding some edge loops to around the circle holes allowed the button holes to keep their shape. It is worth considering though that adding more edge loops later can cause the geometry to lose its original shape and the piece to become more difficult to manage topologically. 

I am pleased with the bag I created and feel like I have taken a real step forward in my confidence in Maya. I have felt disheartened as this process has been a long one but by comparing different learning sources I am able to get a better understanding of the program. In order to improve my work, I decided to get some real research on ammo pouches to get a better tangible sense in creating a bag for my character. 

In order for me to improve, I must pay better attention to the tutorials, as well as experimenting in different processes provided by different online users- as well as sharing and comparing my work with my peers. Some classmates have great competence in the program. 

Monday 17 October 2016

Append to Polygon Tip

For modeling across long distances using the move tool, select the move settings - axis setting to normal. This was the vertex models along the normal (or face) and shape geometry is not deformed.

Append to Polygon Tool
I had a really difficult time getting this tool to work properly for me, as the newly appended geometry was triangular rather than quad sided and this does render well in Maya. Simply by turning the settings - keep new faces planar off, I found the geometry was able to weld together.
Mesh Tools - Append To Polygon.
Tool Settings - Untick Keep Faces Planar Off



List of Hints & Tips

For modeling across long distances using the move tool, select the move settings - axis setting to normal. This was the vertex models along the normal (or face) and shape geometry is not deformed.

Append to Polygon Tool
I had a really difficult time getting this tool to work properly for me, as the newly appended geometry was triangular rather than quad sided and this does render well in Maya. Simply by turning the settings - keep new faces planar off, I found the geometry was able to weld together.
Mesh Tools - Append To Polygon.
Tool Settings - Untick Keep Faces Planar Off



Sunday 16 October 2016

Week 3 - Making Leaves






So far, I am finding the process difficult and challenging. I find that the interface of maya is particularly difficult to learn compared to other programs but I am finding that with different attempts I am able to find the right tool for the job- as there are many tools which appear to have the same ability and purpose.


For example, using insert edge loop and offset edge loop. Offset edgeloop tends to insert a loop which exists within the entire polygonal mesh where simply inserting an edgeloop runs through one side of the normal to the other.

These are a very simplified version of the leaf accessories which go on Almond's head. I have attached a lambert setting to them as well choosing a green colour just so I myself can convince myself they look like leaves. I had issue in getting the stalk the correct width but with this I should be able to create new polygonal meshes which can differ in width, such as arms and the muscles which flow with them.

What I'd like to improve?

I would really like to insert some veins which run from the stem of the leaf to make the leaf look more realistic and 3D. Perhaps, considering that this type of element could be left quite flat and then coloured with UV and texture maps alone. If this were to be used in software for a game or film, then a simpler geometry might be considered for rendering time.



Helpful Note on Symmetry

I have had a few issues regarding symmetry while using Maya 2016 & the 2017 version. While other versions on tutorials online, suggest using 'world' as the option- this is not available in the newer version and you have to apply the axis respectively.


From the orthographic view ports, I had to adjust them to suit the axis.

Helpful symmetry note-
Top View – World X
Front View – World X

Side View – World Z

I found this extremely frustrating to get this right and to work for me. For my polygonal meshes to look professional, I will require the model to be symmertrical especially as this is an anthropoid type character.

Sunday 9 October 2016

Week 2 Character Design Almond







I am very pleased with this character design. I was inspired by many of the fantasy games that I have played. Particularly Japanese RPGs as well as some of the organic elements from some of the races from Guild Wars and World of Warcraft-. I think this character would look good either in a realistic style or a plasticine style. I think a plasticine type model would look appropriate in my portfolio.

I was inspired by the colour of a nut- either a pistachio or an almond to create this character. Colours from nature tend to look more natural, harmonise and compliment each other.

In order to work from this piece I will need to redraw this and elaborate on the design as it is very simple- especially the boots.

Friday 7 October 2016

Week 2 Character Design - Yarn Bomber


I created this piece as a character design for 3D modelling, I decided to make a sheep girl as a yarn bomber, due to the connection between sheep and the wool produced for the act of yarn bombing - which involves covering buildings in knitted wool. A town where I live has a resident yarn bomber who frequently covers the town in colourful and expressive knitted art, I used this in part as inspiration for my piece. I used light, pastel tones on her character design to evoke a sense of peace and creativity, as the act of yarn bombing is a creative art. During character creation, the amount of hair she has may take time to model, and the horns and shirt design will be an additional challenge.

Tuesday 4 October 2016

Week 2 Characer Design Zack The Warlock








I really like the idea of giving my character lots of accessories. Jaime suggested strong digital painting skill can be applied to the texturing. 

Zack was created with the intention of making a plastic type character much alike the child in the dinosaur costume. I was able to use a cintiq tablet in painting this design. I'd really like to be able to use one in the painting of my textures. 

I can foresee future issues in creating rips in the cloak. This may look odd if the cloak is thick and lumpy. It is essential to keep in mind that what looks acceptable in concept art may not look correct or appropriate in 3D. 

For this, I will need my drawings to be more realistic, or accept that my 3D model may look very different from the designs and turnarounds.