Today I started modelling, now its time to jump in the deep end and re learn and learn more on how to use Maya. As seen in the previous post I have created the model sheet for my character. I learnt how to import the image into the image plane. once I had the images into the maya, i then was ready to start modelling and create my character.
This is what i see on the program, this way i can see both the side and front and make sure its what i want. As i was doing my work my tutor came over and suggested that to make it easier to create the armour over the Andy rig which was given to us earlier in the term. This way i don't have to focus on human proportions and can have my character already rigged. This is going to be a good learning curve for me to improve my work but to also help with personal projects.
My tutor gave me and others a demo into creating my armour in maya over the Andy rig, to make sure it gives off the hard edge and make it look like armour, i would need to bevel the armour parts and use the insert edge loop tool to help make it hard and sharp. After seeing this it made me realise that it can work and would make it better and easier.
I started modelling and i created a triangle shape, my tutor looked over and saw what i had done and told me that i shouldn't do it that way, because its better to animated in quads, but triangles are the next best thing but for this i should try and create my model all in quads to make it easier.
I started creating the armour around the Andy rig by creating a cube and only have one face, and extrude the edges to create hollow armour pieces.
I started to do model around the Andy rig, but as I continued to do it I got confused and found myself stuck because I wasn't sure how to do it and how it was going to work. I had a little thought about the software Mudbox because when I have watched behind the scenes on animations, they have said that they only use Maya for rigging and animation, and character modelling in Mudbox. Unfortunately I am really confused in what to do for my model.

No comments:
Post a Comment