Skip to main content

9 Week Project Update 9th/16th

So today I have finished my low poly model and have been trying to make the high poly model in Mudbox but after I retopologize the model it leaves some very weird polys especially on the blade of the dagger itself. So what I am going to do is just make the high poly in Maya and then when it comes to next week I am going to ask Matt for help in learning how to bake the high poly onto the low poly because so far I haven't really looked into high-low poly baking.

So my plan for this week is just to get the high poly done and then when it comes to the next session next week I will hopefully get the high-low poly bake done and then if I can I will try and get the UV finished and hopefully textured.

So this week I managed to finish off my low poly and then I have also UV unwrapped the model so when I get to creating the high poly it will already be unwrapped so I can attempt to texture it later down the line.

This is the UV for the dagger so far:



Over the holidays I am planning to finish of the UV unwrap for the sheathe of the dagger and then to create the high poly using the sculpting tools in Maya itself.


Comments

Popular posts from this blog

Model [Doomhammer Model]

So today we decided to do some more 3d modeling. The models could be of anything we like of any genre so I decided that because I have played World of Warcraft in the past and it is a game I enjoy I decided to model one of the weapons in the game. The weapon i chose was Doomhammer which happens to be very nice model and has some nice detail in the model. The picture I chose to help: As you can tell the model looks quite difficult however a lot of the detail in the model can just be done with texturing the only part I could worry about or just not have on the model is the cloth above the hilt that sticks out but we shall see what happens when it comes to me texturing the model. My model so far: The shape of my model is looking very similar to what the original looks like and I am enjoying making the model as this is definitely developing my skills in 3ds max as well as texturing. I will be updating this post with every time the model is updated.

Personal SWOT Analysis

SWOT Analysis A SWOT analysis is used to identify peoples Strengths, Weaknesses, Opportunities and Threats. Strengths: Knowledge of Industry software (3DS Max, Maya) I have a very creative mind for creating new things I am very punctual in my timekeeping Weaknesses: Can be distracted I never really seem to push myself when it is necessary I take way too planning than doing the work Opportunities: I am part of the NextGen course which helps me learn the ways of the industry that I am wanting to be a part of We often get people from the industry coming into our class to talk to us about our work and how we can improve it and giving us information about how to get started in the industry. My work can be looked at by people from the industry which in the end are looking for people to give jobs to. I have access to numerous industry programs such as 3DS Max, Unreal Engine and Unity allowing me to get a taste of what there is in the industry. Threats:  ...

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...