Modelling and Sculpting

Moving onto the modelling and UV mapping aspect of the unit, my partner and I decided to split the workload by working on an asset each. I had previous experience modelling characters, and he has experience modeling object, thus, to put us outside our comfort zones and to learn new skills, we each did the opposing.

It had been a while since I had used Maya, however after a hour of messing about, it started to come back to me. To begin I used the side pose to build the bulk of the asset. I had a strange issue with my object being stretched when I opened the file- no idea why but i fixed this by exporting the object and importing it in to a new file.

To create more detail I used the knife took to make a load more edges to give a more organic shape. I added cylinder to help create certail parts and tried to bevel a few parts, however sometimes it wasn’t working- I couldn’t figure out why. I am hoping to sculpt it in Zbrush and make the harsh edges more organic.

I started to UV Map however I struggled a lot with this and got very overwhelmed and confused. I had a lot of help from my tutor for this part.

Once modeled and UV Mapped, we exported the object as an OBJ and imported it into Zbrush. Zbrush didn’t like my topology very much so my tutor reconfigured it into squares. This made smoothing everything out in Zbrush much easier. I used these brushes: Trim dynamic, trim adaptive, flatten, damn standard and standard.

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