Unit 9 Live Brief



This project was set by code masters as a live brief 
























The Head 


The head was quite an easy process for me as it was a sphere just resized to an appropriate size however Modelling the mouth wasn't the easiest task as it took me several attempts to get the correct size for it. However what made it easier was using Symmetry whilst sculpting the mouth.  


The Leafs

The Leafs I used a plane and edited the vertexes so they would form the shape of a leaf the tool used to help with this was the Mouldering tool as it brings the vertex together. 


The Teeth 

The Teeth were very easy for me as it was only a cube and I added two edged on the corner of the teeth and extruded the middle edge down to make a indentation. to give it a better form and rigged edges.
The Steam

The Steam was probably the easiest thing out of all when doing this model as it was only cylinders and I just had to extrude them down or up, depending on how i wanted the steam to look. so that never took a lot of time for me




Here is all my textures for my final model of Hangry and how I made this was by taking the edited uv shell which was cut and sewn together and the selecting the shell and taking a snapshot and painting over it in Photoshop and then creating a material in Maya. 
Here is my final render of Hangry and how I made this render was by going into Arnold and going to lights and having Sky dome light on and then going back in to Arnold and Rendering out the image.
Here is my UV for my roller which was quite easy to make.
Here is the UV shell for my Sink as well with texture









Evaluation

When I first Started my project I did various experiments one of the main ones was just messing around with spheres trying to form the shape of the head of Hangry and after 10 minutes I managed to get a good size head with a nice shape, What helped a lot with this project was having all of the reference images to hand so I could use that if I got stuck, Having this at hand allowed me to have fully developed Models. Throughout this whole project I was learning new techniques from UV mapping all the way to how to have all of my vertices in one corner and making my models really clean looking. When it came to the texturing of my models I was confused at first as i never knew what to save my files as or what to even texture but after a few lessons I figured it out and texturing it on Photoshop was probably the best way to texture as I already have a lot skills in Photoshop so it allowed me to do it with no problems. As a whole I think this project went really well and if i had to change anything about my models it would be my Hangry model as I  think I could of model it a lot better than I did, apart from that I am very pleased with my work and really enjoy 3D modelling. 

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