Blog Archive

Tuesday 29 November 2016

Schedule / To do List

I usually set some time aside for CGI on Wednesdays as this is my day off as well as Thursday Mornings. I am quite pleased with what I have completed so far, and feel I am on task for completing this as long as I keep steadily working. I found that last week I had to work especially hard to create a large bulk of work.

I feel like if I have a set job to do and plan this into my daily schedule I will sit down and do the work. As a creator, I feel a major fault I have as a person is that I do procrastinate and that this is something I am on track to tackling within starting university as a second year and with this module.

Head Sculpt 22-29/11/2016













edits made and adjustments made - Mouthbag for animation, Jaime suggested I change in case of rigging talking and any light catches the inside on the character's mouth. 

How do I feel about this?


Updates made to Model





Boot - made heel. Found I needed to look at real life boot first for reference. Should do some life studies before hand in future.

Gauntlet- Needed an extra edge loop for definition,top of the cufflink.

For future- put a ruffle / creasing on glove, although much of this drtail may be added in with my digital painting.

Deleting construction history. I sorted out my outline and named the correct parts according to their corredsponding body parts. This is part of industry practice. Working with other 3D modelers would be expected and to make work easier for them, a navigation system such as outliner or some hierarchy would be set up.  A lot of the edits were made to the geometry after importing in the arms, gloves and boots, as I was excited to see what model assemblage would look like as the work is starting to come together now. I found that a lot of the edits mad eoutliner difficult to navigate and manage so Jaime suggested earlier in class that we use the deleting construction history after we have finished with any outstanding edits.


This was the cavalier boot we looked at noting that the heel of the boot comes out slightly at the back, as well at their being a constructed heel which is indeed an entirely separate object to the boot. 


Deleting Construction History

Go to -

Inputs
Edits - delete by type - type history

I intend to use this after i have built my final model right before the stage of UV modelling. It is good to keep this in mind for the computer memory as previous version have been saved in increment and save, so I am able to return to any previous versions as I please. I have found this extremely useful. As I am the type to rush ahead and to complete a piece, often making mistakes, I have found this is especially handy as Maya requires a lot of attention to detail with the four windows.


Monday 28 November 2016

Sculpt Arm

Changes made - Separate Objects




What works - Edge loops for the slight shadows in arms. This can be placed almost as a double edge loop... Looking at human arms.


Modelling Boot






In creating this boot, I went back several times not realising why the mesh continued to look particularly box like. I softened the edges by using the rescale tool to pull both corners in. What I think has worked really well in this boot has been the fold which has been created. To improve this boot, I intend to go back and create a heel as it is a very flat piece. If this is unsuccessful, I will create a heel separate to this.

Tuesday 22 November 2016

Glove Modelling











I really enjoyed modelling the glove and found that it was really successful. I was able to model using my reference image mostly. To recreate the fingers, I used duplicates of one finger and used the snap to point and then the merge vertices to rejoin the fingers. The gauntlet part to the glove at the top is not a separate object but does not intersect. I can forsee some issues in unwrapping this for UV mapping and painting later. It may be worth me taking this apart. I am really pleased with the creases at the wrist. The benefit of having a glove rather than a hand avoids having to model nails and hand details, but with that comes modeling a glove to look like material.



Monday 21 November 2016

Dress Modelling











The final version of my dress had far too many polygons in, to actually work with, so I returned to an earlier version. What I think has worked really well here is the folds in the clothes. My intention was to create a body in which could hide the connections of the arms, however I think in work practice, it may be better to have an actual body to place the clothes over as there may come a point during animation where the missing body geometry in shown during render.


Tuesday 15 November 2016

Bag 2 (Bag 1-10)
















Bag 2 has been far more successful from an aesthetic point of view. I created the lid to the bag by extruding the back side of the bag along a curve. There are some issues in some smoothing at the bottom of the bag.

I had enormous issues in getting rid of triangles in this work piece. I am unsure how I got them there in the first place, but I realise now that this can be avoided by a better workflow and by saving incrementally so I can go back. I did discover how to get rid of triangles. A few of my methods include deleting the face with the triangle inside and merging the open vertices together. If there is more than one triangle, it is possible to move them together and to delete the edge which seperates the two to create a quad face. 

I am extremely pleased with the beads and string in this piece and feel this gives the bag far more personality than the first piece I created.