Saturday, 23 November 2013

Week 8 - 18th November to 24th November 2013

Latest on table. Martin's tip on adding enough polys to the mesh has done the trick for the nCloth.


I've added a sun and sky from the render settings and UVed the table components:



I've modelled a turbine for my Pod Racer:



UVs and Diffuse texture (version 1)


Saturday, 16 November 2013

Week 7 - 11th November to 17th November 2013

Latest tinkering with table has led me to try and do some nCloth stuff. Starting with:


tableClothTestCarl001.jpeg

So far I've just done some transparency with this image to make the cloth on a plane with 20x20 quads:

laceTableclothCarl001.png

I've tinkered with the settings quite a bit and the result seems ok but not great - it ought to hang down from the edge of the 'table'. Anyone know how to improve this?

The beginnings of a turbine design:



Saturday, 9 November 2013

Week 6 - 4th November to 10th November 2013

Pod Racer

PodRacerCarl001.png

Initial design done in Inkscape. Now for some Maya modelling. I set up the image planes making sure my TIFs from the design were all the same scale:


However, I found I had some very strange positions as I modelled the 'wing'. In the top view, it all looks great, but front and side are in the wrong position. I found that Maya (well It's obviously not my fault!) had made the image planes slightly different sizes.

I sorted that out and flipped the side image so that it was the right way around (I guess that one was my fault!)


Then Lewis goes and teaches us this witchcraft called UVing - Simple really -u for x and v for y in a 2-dimensional unwrapping of a 3D object so it can be textured. First stab with auto mapping (bad idea)





Friday, 1 November 2013

Week 5 - 28th October to 3rd November 2013


Table is now accompanied by a couple of glasses and a jug. Water to follow! And maybe a tablecloth?

CarlCurlyTable007.jpg

Shark progress:


Ooooh isn't he smooth? Trouble is, the topology is wrong. Face loops need to flow around moving parts of a creature's anatomy, like the mouth, for instance. Not a problem, we'll just build another one(!) Trick is to make the first model 'live' so the new one can follow the same shape with correct topology