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Organic Modelling #2.
Organic Modelling #2.
• I then proceeded by adding in further edge loops and arranging the vertices to get the desired shape of the foot and
heel. Here I also wanted to make the foot appear more flexible, so I modelled it in away to allow for the curves in the
foot to imply this.
• Finally I filled the hole at the base of the foot and extruded in two times to then get add in two edge loops on either
side of the foot to then add in a manual bevel to round the foot off.
Refining the Foot and Finishing Off the Legs for the Character.
• I parented polygon sphere to the nurbs sphere and moved the slider on the timeline to
accurately place the characters eye in the socket.
• Once in place I then unparented the two eye and hid the nurbs sphere eye.
• I then froze and deleted any
history on the eye and
duplicated the sphere and
moved the copy to come back
to later.
• I then upped the divisions so
that I could line up the iris and
the pupil with the edge loops
of the sphere.
• I then looked at moving the
centre of the pupil and iris
back and then levelling the
pupil using the scale tool to
make
make it flat as well as use the edge loop tool to make the edges crisper around the iris and pupil divisions.
Selected both sphere –
deleted history and froze
transformations
• I then applied a texture grid to the model and looked at the warping with the shape, so this could then be
amended in the UV’s to avoid warpage when the textures are applied to the character.
• To start with I did a planar projection of the character and then started to cut up the net in the UV editor
(white line are cut lines).
• I then unfolded the shapes by selecting the UV’s and going to modify > unfold -
options and selected the Unifold3D setting.
• This then laid out the UV nets in proportion to the texture grid.
• I then proceeded by laying out the UV’s for the eye, teeth and tongue using the
same method from before. From there I selected the whole character and its
UV’s and then layout to get all the nets inproportion to the texture grid and
laid out to make the most of the texture space.
• While laying out the UV’s I also
straightened and rotated the nets
where possible so that they were
facing the correct way up in-
relation to the actual model.
• Once complete I then hid the
texture map in the UV editor and
then took a snap shot of the UV’s
so that textures can be applied to
the character through an imported
file.
Completed character:
• Opened the
snapshot of the UV
in photoshop and
turned of the alpha
channel and set the
net image to screen
in the layer modes.
• From there I then coloured and toned the mouth, tongue, eye, teeth and body to then flatten the image and save it as a tiff
file in photoshop so that it can then be opened as a texture in Maya
• To do this I create a standard surface shader and imported the texture file into the surface shader. Here I also altered the
materiality of the shader through altering the reflectivity and the roughness to try and resemble that of skin. In addition to
this I also change the material of the cornea to a Blinn and altered its transparency and reflectivity.
• I then opened the character into the render view after adding in some lights I found the render view wasn’t showing the
material of the cornea. Tried to fix this through playing around with some setting but none being successful, so ended up
leaving it out in the final render.