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Modelling

Moom Senior’s
Assets.
Modelling the Glasses.

• Created a polygon Cylinder and reshaped one side of the


glasses frame.
• Then extruded face to create nose bridge.
• From there I then Mirrored left side frame. And added in
extra edge loops to help structure glasses frame.
• Then created a polygon disc and shaped to fit inside glasses
frame, with this in place I then duplicated disc and flipped it
in the X axis by -1
• And then applied a Blinn to disc’s surface.
Modelling the Hair.

Created a polygon cube and then smoothed for clearer geometry. From there I then scaled the
sphere to size and begun shaping the base hair shape.

I then extruded faces to create Moon Sr’s comb over. To get the desired shape formation around
the ears and hair points I used the soft select to help aid the hair motion.
Imported diner Moom Jnr’s collar.

Tie UV layout

Completed Tie – Modelled from a Polygon Cylinder, reshaped and extruded to gin tie tail.
Moom Senior Assets.
Moom Senior Assets.
Connecting up the
Assets to the Moom
Senior Rig.
To link the hair to the moom rig, I
used a Parent Constraint in the
rigging menu. To do this I
centered the hair pivot to a joint
on the rig using the D and V key to
snap the pivot. From there I then
selected the joint I centered the
hair pivot to and the hair model
and hit parent in the constrain
menu
I then repeated the
same process with the
glasses; here I also
added a move group so
that if need be the
glasses can be moved
individually to Moom Sr
head movements.
Used a Parent Constraint to link the sleeve cuffs up to the
Moom rig. Following the same process I did with the
glasses and hair.
Used a Wrap Deformer on collar. To do this I selected the collar first then then Moom Sr as the
collar has to follow Moom Sr’s neck movement.
1. 1. 2.

2.

1. Duplicate then unlock rotates and translates and then place on new layer
2. Create patch – select all faces and then control click face you want to keep and hit delete.
3. Smooth patch to gain more faces so rivet can be applied.

3. 4. 6.
5.

4. Use the wrap deformer to attach patch to Moom Sr


Adding rivet:
5. Select two edges on the mesh as paste rivet; into the MEL toggle bar beneath the viewport and hit enter.
6. Resize rivet and then parent tie to rivet point.
* However through doing this I found the tie to move in ways it shouldn’t; as seen below where the tie is protruding from
the chest and going into the chest.
To fix this I went back to a
file I save before I added
the rivet and looked at
applying a wrap deformer.
To do this I selected the tie
first and then Moom Sr .
With this I found the tie to
stay with the body more
and only deform around
the Knot area. I found this
to be better then the rivet
as now the tie move with
Moom Sr body movements
much like a physical tie
would.

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