Textured Barrel Table Textured Wall Clock Thoughts
I am somewhat happy with how these two models turned out, more so with the clock than with the barrel. The barrel turned out alright, but the normals didn't map very well from the high poly to the low poly. The texture I chose for it looks fine on the barrel's center body but I think it doesn't look as good on the table portion. I might change the table to be made up of multiple planks of wood instead of just a single piece of wood in the future. I think that would make the table look a little more interesting. The barrel was very easy to model and I think I could have done more with it than I did. It turned out alright but it could be better. The clock is better than the barrel, I feel, the brass and wood textures show much better on it than they do on the barrel. The brass especially looks nice on the pendulum and as caps on the front of the clock. I may change the face of the clock at some point to something different from brass. The brass looks okay but maybe a different material would look even better. Creating the model itself was easier than the cash register but more difficult than the barrel table. It wasn't very challenging and I think I could have chosen a more difficult object, but I'm happy with how it came out.
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Incorrectly Textured Low Poly Cash Register Thoughts
This project was frustrating for me, the shape of my high poly cash register mean that baking the normals from it onto my low poly mesh didn't work properly. You can see some weirdly shaped normals at the top of the model in this picture, I could not for the life of me figure out how to fix them. Baking the normals wasn't the only problem, Getting the textures in proved to be a challenge. I'm not sure entirely what the problem was but I could not get the wood and brass textures I wanted to show up properly in my render. I had to settle for a material that I painted in Maya, it doesn't look that great. I think I'm going to go back and redo this project at some point and fix the normals and get the textures working so the model looks nicer. I'm happy with how some of the normals came out, mostly the ones on the side of the model, the little ridges show up nicely and give some depth and detail to the otherwise barren side panels. I'm not sure how to make transparent textures on in Maya, I would have liked to have the panel at the top of the cash register slightly transparent so you could see through like it was made of glass. Old Fashioned Cash Register Thoughts
For this project I wanted to try and model something that I thought would benefit from having a bunch of polygons but that wasn't so complex that I couldn't make it. I think this cash register was about right for what I wanted to do, the basic shape is pretty simple, just a couple boxes on top of one another, each with some bevels at certain corners. The problem I faced was how to do the keys and the ridges on the curved face that separated them. Modeling a single wasn't difficult but placing them all individually was a chore. We learned how to duplicate objects along a curve in class the next day so I know how to make keys and other objects like this now. The ridges between the keys were a pain, especially where they ended at the top of the curve they followed. The details on the sides were just simple rectangles booleaned on, the handle was also modeled and then booleaned to the side. The receipt printer on the side was just a few cylinders booleaned together. This model wasn't too difficult but I did struggle with parts of it. Reference Image: Potion Shop by anacathie Graybox I didn't want to recreate the reference image above completely, I only wanted to take inspiration from it. Thoughts
I think I have a fairly good understanding of what we've covered in class and what we've read in the articles so far. The basics in Maya are pretty similar to other 3D software I've used in the past so moving and transforming objects are pretty easy. I understand most of the concepts (grouping, parenting, booleans) I just have to remember where all the menus and settings are. I still have to check back on the articles to find things that are hidden away in menus (like the ambient occlusion setting) but if I practice enough I probably won't have to refer back to the articles as much. The links to the videos are helpful, seeing something done in real time as opposed to just static images with words under them is much more helpful. I was able to make my graybox fairly easily, it felt a lot like greyboxing a level in Unity or Unreal. I found that snapping objects was a little different and I would often snap things incorrectly and have to undo the move and move it without snap. Other than that, I didn’t really have any issues using Maya to make my graybox. |
Thoughts
This is where my reflections on the projects I did for my Computer Animation Modeling Class go. ArchivesCategories |