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Organic Modelling #2.

Prepping the leg.


• Moving onto modelling the
leg I looked at creating a
dummy cylinder and placing it
where the start of the leg is
intended to go.
• From there I then selected the
faces it covered and extruded
in, where I then rearranged
the vertices to match the
shape of the dummy cylinder
as best I could.
• I then added in a edge loop
around the newly formed
faces and looked a at V
snapping the inner edge up to
the height of the dummy
cylinder.
• Once done I then grabbed the
vertices around the base of
the leg and used arrange
vertices, which then allowed
the vertices to become more
level. Following this I then
deleted the dummy cylinder.
Modelling the Leg and Foot.
• Here I then extruded the leg
down to the knee and then down
to the ankle, arranging the end
of each extrusion as needed to
match the angle of the leg.
• From there I then extruded out
and then down again to get the
heel of the foot, with this I then
took the front 3 faces and
extruded those out as well to get
the length of the foot.
• Here I also deleted the base of
the foot for easier working.

• 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 then made any tweaks necessary to the foot


and cleaned up the body of the character ready
for when it is mirrored.
• I then mirrored it in the –X axis and further
refined and inconstancies.
• From there I then started to model the tongue for
the character. To do this I started with a polygon
cube and then removed half of the shape and the
back faces.
• With this I then added in some extra edge loops to
help get the curvatures of the tongue.
• I then mirrored the first half of the tongue using
the mirror tool.
• I then went back and reshaped the back of
the tongue and the center crease as well as
get the tongue in place within the
characters mouth.
• Continuing forward I then started to model the teeth for
the character.
• To do this I created a polygon sphere and lowered the sub-
divisions within the mesh. Here I also applied a lattice
deformer to flatten and shape the tooth for the characters
mouth.
• Once happy, I then mirrored the tooth to the other side
using the mirror tool .
• For modelling the eye I
started by adding key frames
to the nurbs sphere. 1st at its
position in the eye socket
and the 2nd positioned at the
centre of the grid.
• Then then created a polygon
sphere and shaped and
scaled sphere to match that
of the nurbs sphere.

• 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 brought the duplicated sphere back


down over the eye and looked at making
the cornea of the eye. This meant I had to
Group renamed and deleted create a slight lip so there was a difference
animation on nurbs sphere in eye shape around the iris of the eye.
UV’s.

• 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.

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