Tuesday, 13 May 2014

blog 7

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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