Wednesday, 13 January 2016

Mechanical Marvel - Introduction & Practice Exercise (Modelling)




Mechanical Marvel - Introduction & Practice Exercise (Modelling)

  •  For this exercise and in order to give us some practice in Maya, we were given the task of taking a silhouette image and then using the extrude tools and general use of faces, vertex's and edges to model the image we chose. How I started this was firstly by creating a project and a directory for my project so anything such as textures, source images and what not. Then I needed to import my image and I did so by creating a free image plane and this allows the image proportions to remain exact when you import it. This means no stretching or messed up aspect ratios of the image. From this stage, I generated a standard cube to begin modelling.


  • From this I started to connect vertex's and edges in order to make this one whole object that I can end up separating and altering to fit the silhouette image and this is what I did. After a couple of attempts and alterations, I finally got it done. 
  • For the next step I needed too make sure that all the sizes and edges were aligned with the original silhouette to by clicking the wire frame or x-ray key I was able to see completely through my model to ensure the edges aligned.  























  • Now to add more depth and realism to my controller I needed to add extra features such as buttons, bumpers etc. So I began modelling those assets onto the controller which I will from there I'll be able to materials and textures onto to add more realism. 


  • This is the end result of my controller once all buttons and materials were added on. I was pleased with this overall since this is my first attempt at using Maya properly and in more detail on a custom silhouette. I added various materials onto the individual assets and even change the opacity on some to create more realism. This was all apart of the introduction lesson on Maya. 

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