I really enjoyed modelling the glove and found that it was really successful. I was able to model using my reference image mostly. To recreate the fingers, I used duplicates of one finger and used the snap to point and then the merge vertices to rejoin the fingers. The gauntlet part to the glove at the top is not a separate object but does not intersect. I can forsee some issues in unwrapping this for UV mapping and painting later. It may be worth me taking this apart. I am really pleased with the creases at the wrist. The benefit of having a glove rather than a hand avoids having to model nails and hand details, but with that comes modeling a glove to look like material.
This blog is a 2nd year student's recordings of studying creation of 3D computer graphics in context with creating 3D character concepts and designs, using Autodesk Maya to prepare for industry standard work in game design or animation. Maya is a complex program which takes many hours of dedication to learn and become familiar with. My intention is to create, model and texture a 3D bipedal character to a high standard as well as solving problems through learning the program.
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