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.
Thursday, 12 January 2017
I retextured the dress. Rather than using the cloth making tool in maya, I recommended my original painting by placing a cloth material in photoshop over my black and white painting bump map. I found this somewhat successful. I believe perhaps I should bring the blacks and whites to more contrast on the original bump painting so more detail is cast onto the model.
I created my turnaround for the character export, as well as resized her to real life size in order to create a realistic interpretation of the lighting.
I used graph editor after creating my animation based on a 360 turn. I used 359 frames so there is no jerking movement from the last frame from 359 back to the 0 / 360 turn. The graph editor allows the speed of the movement to be completely even rather than the have a fast introduction into a slow pace.
Almond is approximately 5 foot tall so I used a calculator to work out that I would need 6.8 times the original size to get her that height. I used the channel box to edit the scale x, y, and z to 6.8
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