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.

First Attempt at Modeling Characters in Maya

Day 1 - Maya Character Modeling  So today I had my first attempts at modeling a character from reference images alone which for my reference images they are from an artist known as Josh Addessi and the image is his Golem Keeper. I chose this reference as it seemed like an interesting way to start off modeling characters as a lot of the shapes are still quite cube like with the golem being made of rock and it having a lot of sharp edges on it. I believe I did okay just starting I seemed to start off strong and got a hang of until I came up to the shoulders however the tutorials that Matt gave us helped a lot in that respective area as he showed us a nice and easy way to do it by using an edge loop. I made some mistakes in my character as there was a point when I went to mirror one side of the golem it had six faces on top of each other which I did fix just by deleting any extra faces that were on there. The only part I have to do next is to model the basic shape for the head as Ma...

Synoptic Project So far Personal & Group

So this post is just an update on the Synoptic Project so far as of right now we are onto week three of the synoptic project and so far the project that I am working is one of the ones I voted for when we were choosing which of the projects we were going to do. So for my job role in the project I am a 3d Modeler and so far I have been working on models that can be placed around the environment to fill up the environment so that it doesn't look empty when you are walking around the environment. So far I am enjoying the project and so far I am getting on pretty well with the task I have been given however it doesn't really have that much to it as I was just told to make some models to place in the environment so even though I know how the project needs to look and the theme of the project it is still quite hard to get the right type of models to go inside the environment. I have managed the work pretty efficiently so I am never left with nothing to do I have made sure that I ...