Friday, 20 March 2009
Tuesday, 17 March 2009
FINISHED BABY YEAH!!!
Wednesday, 11 March 2009
Nah Living In Colour


Tuesday, 10 March 2009
Monday, 9 March 2009
Living In Colour!





Well today turned to be pretty good. I ran into a few problems earlier on as I came in this morning but I managed to get around it. The problems were consisting of the typology of the shell. When it came to flattening out the image it kepf messing up, but also I could tell that when it did flatten, the head was modelled all that symmetrically...at least I don't think so. Another thing that I noticed was the fact that there were two pieces of my head typology as I selected and viewed it in the Texture editor. After looking at the UV points I realised that one part represented the back of the head the otherwas the front and side of it. So when it came to sewing the uvs together it messed up. After trying again and again I started paying attention to the highlighted texture borders, which are think lines in the typology. My theory is this, instead of haiving one solid line from the back of the head and to the front, I had two others on either side of the head. I could see the shape that the thick lines created when I unfolded the back of the texture. So to remedy this I deleted those lines on either side, but to no avail. So I followed the book as closely as possibled and Idecide to cut the middle line from back to front. There was nothing I could do about the back of the head since I simply had no clue on how to fix it, beside the hair would be covering the back anyways. Lastly to test it I added a checker texture to the moddle to see how it would look, the squres looked a lot better than before.
Sunday, 8 March 2009
Checker Texture?





Neck baby yeah!


Thursday, 5 March 2009
Bak Face!




Sunday, 1 March 2009
Nah Transformed!




Friday, 27 February 2009
Nah Model near completion



Time is running out so I think this may be a pretty solid method so it's worth trying, ain't got nothing to lose, well maybe I do but not something serious. Anyway stay tuned for my next post, because the next model will be Bak Bak Van Bak.
Wednesday, 25 February 2009
Nurbs Patch Modelling....Socking? Part 2





Wait, wait...it's working. Well here you know what I'm talking about, but interestingly enough it seems that the joining process will only work if you do it in a particular order, or maybe it's just me, but it seems that whenever I choose a surface to attach it would go nuts on its self. Oh well nearly done.
COMPLETE: Now to get this you do a whole selection on the whole model and you use the Global stiching tool. Ideally this is supposed to close the remaining gaps however, it didn't but you can sort it out by clicking on any surface that you stiched, and in the inputs section you fiddle around with the max separation value, in small increments until the gaps go. In this case the value was 0.1 so I put it up to 0.5. Well I hope this will be useful, it should be because there's a section where it says detach the hips surfaces, this is what is done to make the skirt but it then goes on to say component mode....? Anyways it seems that the book shows how to model using polygons and in NURBS, this is you need lots of visualisation experience in order for it to look perfect. Well I'm sure this isn't the only way to model a skirt but at least I've found a tutorial that may help my problem solving. Stay Tuned.
Nurbs Patch Modelling....Socking? Part 1

The reason why I'm learning this is because in my Maya 7 book it models 2 characters one of them being female. After looking through some of the section on the female it came to a bit where it said detcah the hips surface at the second isoparm. This section is in regards to creating the skirt, so I'm gonna learn the basics about isoparms in order to create a skirt for my character. Now what I'm gonna do with the cylinder and the sphere is turn it into a one joined object that looks like a simplified version of an arm and shoulder. I'll post some images of my progress as I go along. This is the first part, so stay tuned for the second.
Tuesday, 24 February 2009
The Gods, The Funnies and the Inspirations



Sean Galloway... me, Lewis, Josh dunno about sam though are all envious of his simplistic style and his ultra light use of lines to help for his characters. We all wish we could draw like him.


Here's the web address...http://www.herrerabox.com/blog/
Since I didn't do any research, from the industry. I decided it was time to go ahead and do it. Now this vid was not what I had in mind to post. You see the vid is about the making of God Of War 2 but I wanted God Of War, but this is good enough I suppose. It bascically shows how they took Greek mythology the mentality of the main character Kratos and mold it into a sick videogame. If you haven't played this game or the one before it GO BUY IT NOW! I'm serious.
Ahhh....this show has held a special place in my heart. Whose Line is it Anyway I know I did this before but I wanted to do another to refresh y'all memories. This is the inspiration I used to get the idea for a spoof informercial. Just watch it, it's good...it's got high views on Youtube so it must be good.
Head & Mask Attempt




It looks pretty basic right now, so I dunno if it's right to be calling it a success or not. No problems were encountered here, so here's the method I used.
Hand Refinement

