Categories
MAYA

WEEK 7: MAYA (RIGGING)

Goal:

The main goal of this project was adding bones to the head of the character, and making it able to move as a human being. In addition to this the bones are to skinned to the head so that the skin / polygons of the geometry moves along side the bone in a respected area

SKINNED TO GEOMETRY

Process:

In the week 7, we took a step ahead and started rigging the face. The concept of rigging helped us to understand the anatomy of the human bones and how it works. For example, the head consist of 5 bones (required for animation) in total, that would be the neck, head rotate, jaw rotate etc.

Along with the rigging of the bones we also studied the concept of ” Skinning”, which is the next step of rigging. Through skinning process we combine the bones and the geometry together, so that when the model is animated, the skin/geometry follows the bones and create a good animation base.

Later on, we also modeled the teeth for the character and along with the eyes we constrained (parent-child) it to the bones, so that it moves along the human anatomy.

SKIN THRESHHOLD

Categories
MAYA

WEEK 5 and 6: Modelling (FACE)

In the Fifth week the modelling taught to us was on another level. One of the most complex Model was created by us i.e., a Human Face.

The goal of this week was to build the Human face, while in the next few weeks adding Texturing, rigging and animating the same model. Due to this we had to take proper precautions and build a well defined topology for the face.

Basically, a scanned model of a human face was provided through which we had to build a human face while taking into consideration the proper Topology of the Human Face.

Topology plays an important part while building the human face. It preciseness is extremely important as it gets carry forwarded to the animation sector, which would end up in a disaster if the topology is not correct.

Wire framed Topology

The main challenge for this project was building proper topology. Along with the making of polygons we also had to use the brush tool in order to smoothen the faces as well as the edges. Another obstacle for me specifically was while joining two faces on the live geometry, which while doing was causing the topology to scatter, making it uneven.

Brushed model

In the week Sixth Texturing was the main subject, were aligning UV and along with the texture was the main motive. Along with maya, Mudbox was the software which helped us get the desired texture as texturing in Maya was a bit difficult. The texture was later imported into maya for further rendering process.

Textured Model
UV Texture of the Face
Categories
MAYA

WEEK 2: Modelling (LEGO MAN)

Say Hi to the new Manager at the UAL Lego Land!

In the Second week what we learned was the basics of Modelling in Maya.

The task was to build a model of a Lego person, where we came across the concept of Critical work as well as building a model as close and precise as possible to the reference.

This helped me to get a closer look at modeling tools in maya and its use in various ways to obtain a certain result. We were introduced to the brush tools as well as we started using the poly bevel tool which is used to smoothen the hard edges creating a cleaner look. The brush tool in specifically helped us to prepare a curved angular arm.

We also learned Texturing as well as adjusting the shadow of the character according to the image or the HDRI image to get the best Output. With the help of Arnold Standard Surface I have applied the texture of a suit to the model, while with the help of UV shell I was able to set the faces according to the model giving it the proper suit as well as the face it needed. Long with the same Arnold Shadow matte help in creating the show of the model which helped in the merging the background image of the Building to the 3d Model.

Final Lego Man with addition of shadow matte
Back
Front
Suit Texture
Categories
MAYA

WEEK 1: MAYA MODELLING (Tesla)

In the first week of modelling in maya, the assignment assigned was to create and model the Tesla Cyber truck. It was a really good brush up for my basics in Maya as I have previously worked in this software for FX purposes. Maya really is easier for creating these models due to its wide spreaded tools.

The tools that I used for this assignment were mostly extrude tools, cut tools, multi-cut tools, add-edge tool, and many more.

I have also applied the Arnold texture, to the Cyber truck and the shadow matte to the ground. The render engine used in this scene was Arnold’s render. This is the final result.

WIREFRAME CAR
WHEELS

Categories
MAYA

WEEK 1: MODELLING (WINE BOTTLE AND GLASS)

The Modelling of the bottle of wine and Glass was quite simple and the basic of all. We started with and EP Curve tool along with the revolve tool which helped us to get the desired Model output.

Along with these extrude tool was also used a lot of creating a desired extended shape.

Additionally, we finished the modelling by taking out a desired render by using Arnold Textures which was used to get an opaque look that of a glass as well as its render system which gave us the best output.