A3D blog 7
Continuingon from where I stopped previously, left with the
uv’s I reopened Maya
I selected the helmet decorations
Because of the simple shape I used the automatic mapping
option so it came out like this
I then decided to work on the decoration on the knee pads
For the front and back I selected the faces and click on the
planar mapping and set it on z, to get these results
I selected all the faces around it
I click on the automatic mapping option because it would be
quicker and more effective than selecting the faces and angles individually
I then reposition then
I then went onto the chest decoration
Because the shape isn’t too complex I decided to use
automatic mapping
I then place them as so
Now that the armour and head was done I now had to do the
body, so I started off with the waist
I clicked on the
cylindrical mapping option and placed it in the uv editor
After I this I then went on to do the legs
I decided to do the legs in small sections so I selected the
top part first
When selecting the top part I used cylindrical mapping
I then moved on to the calves
I used the same process as I did with the other legs
After I selected the parts I could not use the same method
For these I used automatic mapping to get this
I then started on the
lower parts of the legs
For this I used cylindrical mapping
Going onto the parts I could not cylindrical unwrap
Instead I used automatic mapping
I then went on with the feet
For then I just used automatic mapping
I then placed them like so
To finish off the uv’s I went onto the arms
To complete this I used automatic mapping
I then placed all the uv’s I had created into the uv graph
To finish the model off I selected the mesh and clicked on
mesh smooth
I then decided to create an AO map by first going into hyper
shade and creating a new lambert
I then selected the mesh
I then went onto baking and clicked on assign new texture set
I set it onto occlusion and set the rays to 64
I then went onto bake batch
Here was the result
Reflection
I found that modelling a character was a very good way of
improving my modelling skills as I learnt a lot about modelling characters and
unwrapping them. I also found that it was a very much trial and error process
and that keeping files of every change you did was very useful and saved time
as instead of trying to solve a problem over and over again. I am going to use
this character in my rigging show reel.




































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