Here is my dragon project. I had trouble with the horns but the funnest part of this project was the body and face. I went back an also tried to keep the topology clean and simple.
Blogs For Modeling
Wednesday, July 11, 2012
Sunday, June 17, 2012
Foot and Body Project
This project was a continuation on my other body part
projects. In this one I had to model a foot and then combine all the elements
to form the body. For the foot, I used the same tactics that I used for making
the hand. I started with a cube, shaped it to the foot. Added edge loops where
needed, to give more definition and then created the ankle hole and toe
webbings and holes. I formed the foot further, trying to add in indentures
where the foot arches and falls against the ground. I also tried to add in more
cushion on certain areas of the foot around the toes, side of the foot, and
heel. I formed the toes last and separately, by using the finger technique and
creating them out of a cylinder, shaping them and then duplicating, and
combining. Although I was aware her toes weren’t all the same shape, so I
formed the arches on the knuckles of the smaller toes by pulling up and forward
on a top edge on each toe.
Later when combing all the elements of my female body
together I first imported everything I needed (hands and feet) and then I began
attach in the necessary areas. I only worked with half the model making it
easier. Deleting all my old image planes
I imported new ones that included the entire body, and lined them up. I resized
my body, hand and feet to the picture reference to make sure everything was in proportioned.
I lined up and clean-up a few edges and then mirrored over the geometry of the
whole thing which perfectly fit together and merged in one move.
Tuesday, June 12, 2012
Modeling Arm
For this project, my goal was to start on an arm and create
a model sheet of the arms. I create my model sheet by cropping out arms from my
ref images and then setting them all on one sheet and then highlight important
areas with red circles.
For the arms, I hid the main part which was the body model
by putting it on a layer and hiding the layer than I lined up two cylinders with
the arm in the ref picture, and shaped both the cylinders to the arms; after
reassigning the subdivisions and taking off the caps. Then I combine them and
merged them. After that I began craving out the folds for the elbow by
extruding a section on arm intersection. I formed it into a diamond and extruded
and further shaped it to the elbow. Then I added the muscle details on the top
half and then on the front of the forearm.
Sunday, June 10, 2012
Female Model
For this project my goal was to create the torso and legs to
a female human. I began this project by setting up my image planes by going to each
different view, selecting the view menu going to import image planes and
dropping in the perspective image I had I edited from Photoshop. I than began
by using an “underwear” technique where the model is began at the model’s
pelvis and hips. It is begun by creating an underwear shaped beginning piece
where everything is extruded from such as the upper torso and the legs. From
this piece it was easier to shape out the appendages. Once a basic shape had
been formed out of my beginning piece; I began shaping each piece by
manipulating the vertices and edges to shape around my image reference. I cut
my model in half so I could mirror over the second half later and cut my work
load. I also added edge loops and
attempted to keep my mesh as clean as possible when working. I saved making the
breasts for last after I had gotten a well-shaped torso and legs. The breasts I just extruded from her chest and reshaped them accordingly. After that I
went back and added smaller details such as the belly button and the crease on
her back and her collarbone definition.
Sunday, June 3, 2012
Project: Human Hand
For this project my goal was to model a human hand. I began
this project by setting up my image plane by selecting the view I wanted to set
the image in, and then adjusted the width of it in the attributes menu. I then
started my hand from a single cube and began by shaping the square into the
shape of the palm. From there I added edged loops to palm for the fingers and
then an edge loop that ran across the “height” of my cube. This was because I
wanted to scale the center section of the palm out to create the webbing needed
for the palm and fingers. I then extruded out sections on the front of my palm,
to create “finger cups” to further extent the webbing and to create place
holders for the fingers. I then deleted the back faces on the wrist side, and deleted
the faces within each cup to create something that resembled a fingerless
glove. From there, I extruded the edge
loop on the wrist out to the arm on the ref picture and then began construction
on my fingers. I made the fingers by using a cylinder. First I set the total
number of subdivision on my cylinder to the total number of vertices on my “finger
cups”.
I than began using the vertices of the cylinder to fit in the form of
the hand by turning on shading in one of the view windows. That way I could see
through the shape and fit the shape of my primitive to the form of the model’s
finger. I also went back and added in 3 edge
loops around the wrinkles in the model’s fingers, and then I dented in the
vertexes on the center ring to make a wrinkle. I grabbed the faces on top of
the end of the finger and extruded inward to make a nail indenture.
I went on to duplicate the finger over and over again, and re-sized the duplicate to the shape of each finger. I then attached the fingers
to the palm by bridging the edges to each other, and then deleted the extra
unneeded edges that were generated. I made the nails by extracting the inside
wall of the finger shaping the small sheet generated to the finger, and then duplicated
in order and fit them duplicates to each finger. I also went back more than a
few times to add more details to the hand, such as the bone protrusions on the
top of the hand.
Monday, May 28, 2012
Curved Dagger Version 0.2
This was my 2nd attempt on the
dagger after gaining some more insight with the tutorial from chapter 2 and 3.
This time I was able to set up the image plane, I found out how to do this by
googling it and finding some cool, free videos on digitaltutor.com. I open my 4
window view and toggled onto the front view, then I opened the view menu and
selected import image plane. I also learned how to shut off the image in the
other views so I could see around the picture. The first time I really messed
up because I tried to use and image that was slanted and doing it this way made
my model come up lope sided.
SO I went back to the internet to
see if I could find a different image of the same dagger. Luckily through some
digging I found multiple images of dagger like the first one I had. I decided
to use a picture of the dagger which was lying straight up and down; this made
lining my model up on the grid easier. This time I tried to stick as close to
the design as I could and moved all the vertices of my model to the outline of
the picture. I later extrude several areas inward and outward to create the necessary
appendages and indenture for eyes and wing flaps. This time I went back and
cleaned up some of my lines to my topology cleaner, and more balanced. This
time I was careful not to delete in the places, I also used the merge vertex
tools to get rid of some unnecessary face and edges, as well.
Intro. Autodesk Maya 2012: Chapter 2 & 3
These chapters were pretty straight
forward. Chapter 2 taught us how to create a solar system and animate it. By
doing so we explored the different menus in Maya and familiarized ourselves
with animation basics and modeling basics. I learned a lot about channels and
attribute menus and how to manipulate them to get precise results. In chapter
3, we explored these concepts further but concentrated on modeling, as we
constructed a toy box for this tutorial. This section taught us a technique on
setting up image planes (I later discovered a different way after some digging
on the internet), and also how to manipulate primitive forms.
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