Skip to main content

Learning Maya 3D Modeling

My first day using Maya for 3d modeling and learning the new tools. My first honest opinion was I didn't like how it is set out at first but after time it turns out Maya is set out more simpler than 3DS Max and when it comes to modeling in Maya its actually quite nice once I got the hang of it as I do like the layout as all the tools are not really thrown in all one place they are quite nicely set out. It did take me until the last 40 minutes of lesson to get used to using Maya in the most simplest of modeling but in the end I do like it but I have a lot more experience with 3DS Max so I am more swayed to one rather than the other however with time I will learn to use it to make models with the best of my ability.

This was my first proper model in Maya as I did mess around with some stuff but the models I started was just to get used to the software. This is a pretty basic spaceship I haven't finished it just yet the photos included are just a front and back view of the spaceship. I want to add some more thrusters to it as well but in due time I will learn enough to do that.

Comments

Popular posts from this blog

Sculpting a Character in Mudbox

So today I have been using Mudbox to sculpt a character. The character itself is a turtle with its shell on. So to start off I decided to work on his skin first and within this I was using two main tools the first being the imprint tool and the second being the smooth tool. I started off with a stamp that comes with Mudbox and I would just stamp the area I needed to give it a bumpy area on the skin. I would then smooth off the more harsh areas so it doesn't have any major jagged lines on it. After doing this for a while I started to notice that it was giving off quite a stone texture to the skin which I started to like after a while. However when it came to the feet I changed it up a little as I smoothed the toes a lot more than the other parts of the body which makes them stand out more and when it comes to texturing this guy I can add more detail to it by changing some of the colours around. Next I started on sculpting on the shell which I made look very unique as I made some v...

The 12 Principles of Animation

1: Squash and Stretch - this is how rigid or soft and object is. So an object will never just take one size so if you drop a ball from a height when it hits the floor it get squashed down and stretch out the sides of it. 2: Anticipation - An action that tells the viewer what will be happening next. So if someone is shooting a gun the anticipation of the person squeezing the trigger of the gun tells you that they are going to shoot it before the animation is even there. 3: Staging - Presenting your idea so it makes sense. This could be just how the area around the objects so in the film Monster House every house has either a picket fence or a wall however the monster house itself has no wall or fence which gives it a sort of feeling of dread and then house looking all dark. 4: Straight Ahead and Pose to Pose animating - Straight ahead animation is the process of animating each frame in order. Then you have pose to pose which is where you draw three key frames then go back to draw...

New Model/Concept Art [Loki's Helmet]

So this is my next planned model once I get both Doomhammer and Mjólnir finished and textured. So this piece being from the Marvel Cinematic Universe I need to get it to look very nice proportion wise. The helmet itself I think is going to be very tricky due to the amount of overlapping layers and as well as some unusual features. Those being the horns on the helmet which I think the only hard part for those is when they will curl back in towards the helmet. In this version of the helmet I will be adding a little something from the comics and that being a blue gem that in the comes he always had in his crown. I drew both a front facing and a side view for a all round basic look at the helmet in which it will help me make it easier to get the shape done correctly. I would be doing the back of the helmet however with it being very plain just from the side and the front view will suffice for what I need to get this helmet modeled correctly. After all of the modeling I will need to...