Thursday, 15 October 2015

Modelling skills-constructing a character(2)

To model the arm for it, the most difficult part I think is to equal the distance of the vertexes and the twist on the wrist. The more equal the edges and the vertexes, the more round the shape will become when rendering which is time consuming to ensure each vertex is in the right place. I have learn not to partly select a bunch of vertexes but to click on a single vertex when adjusting the value since I could have accidentally selected other points I do not want and make a mess on the model. It is better to work precisely and not to rush the modelling. The twist of the wrist is the part I enjoy the most when constructing, this part is the most realistic and similar to human arm functionally. This also make me to study my own arm and wrist to see how they move in relation to the bone and muscle therefore this is a good practice on both 3D modelling and studying from the surround.


The feet is very complicated comparatively. I redo serval times to get to the most perfect one which looks most logical to me. It is very crucial to model according to the reference picture or otherwise the shapes are not correct in ratio also continuously check in both front and side view to make sure the foot is in the right position.


I have learnt to use a lot of tools for example tools to join the edges, deleting unused vertexes or edges and also adding extra loop of edges. They are useful to include features in the model and also correcting errors during modelling. 


In the next 5 hours(haha, time flies), I am going to finish off half of its body! The most difficult part is the mouth but also very interesting to make it muppet-like. I am amazed how much you can do in maya and there are literately nothing you can't do, just have to think about how and what tools to use and the structure of the object. One thing I find annoying is the amount of vertexes, they are so easily to be selected accidentally and go crazy. To avoid it, I zoom in very close to just focus on a certain point even though it is a bit inconvenient when overviewing the whole model.



He is looking awesome right there!


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