Today I started UV mapping the top part of our guy character. I started off with the head. The only parts of the face that were extruded out from the face were the nose and the mouth, so luckily it wasn't too hard to map. Tomorrow I'll probably have the hair UV mapped. Do I actually have to UV map the hair? I'll figure that out.
Monday, March 21, 2016
Models I Made
I realized I never posted final versions of the models I created for our animation. Here they are.
I made this crown molding using a CV curve that I traced over a crown molding profile. I then created a NURBS surface between two copies of the curve. Because of this, I can't UV map this piece of geometry because I would have to turn it into polygons and it looked absolutely heinous.
Fork
Knife
Picture Frame
Spoon
I know this table isn't the finest, but you never actually see the table legs or the tabletop in our animation. Basically we just needed to create a surface to drape the nCloth tablecloth over.
I made this wainscoting for the wall before I realized I could use CV curves. It's made out of actual polygons, which was probably an inefficient way to do it. I think it worked fine though.
Thursday, March 10, 2016
Wednesday, March 2, 2016
Update 3/2/16
Today I began UV mapping the male character. I took about half the class to figure out how to delete an automatically mapped UV for the whole body and how to create and use UV sets. All of this was far more complicated than it should've been. I began mapping the hands, which I should be done with tomorrow. Finding a way to unsew a hand and stitch it back together strategically is actually kind of confusing, but I think my method should work.\
This is hopefully the final version of the hand UVs. Here, one of the hands is reflected over the y axis because I was aligning them in order to make the UVs perfectly symmetrical. I put the seam around the palm of the hand, because it will probably be the least visible. I think this is a pretty okay first attempt at a hand UV, and I didn't really need a super complex one for the character in question.
This is hopefully the final version of the hand UVs. Here, one of the hands is reflected over the y axis because I was aligning them in order to make the UVs perfectly symmetrical. I put the seam around the palm of the hand, because it will probably be the least visible. I think this is a pretty okay first attempt at a hand UV, and I didn't really need a super complex one for the character in question.
Weekly Update
This is actually an update from the last week of February. We basically just finished modeling all of our assets for our short. I made all of the silverware, some wainscoting, crown molding, and a table.
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