Posted by: Kakes on: January 28, 2011
I thought I’d have a go at using Papervision3D to import my 3D character into Flash. They say that the total triangle count for Flash should be under 3000, which meant that I needed to create a low polygon 3D model – lower than Azusa. Since I may want to add more objects to the [...]
Posted by: Kakes on: June 20, 2010
Above is a design for a cute witch, Lian, which I whipped up for my first high poly character modeling. Her torso was modeled similarly to my low poly character, so here’s how I made the rest of her. For her face, I started off making a polygon for her eye. Once I had the [...]
Posted by: Kakes on: June 12, 2010
So here’s a low poly body I made just like how I modeled Azusa. The difference was, instead of extruding her arms from her body, I made her arm from a separate cylinder. Her arm was made from a cylinder with 8 sides and shaped by adding edge loops as below. Four faces on the [...]
Posted by: Kakes on: June 7, 2010
I’ve been making hands like mits for my low poly characters, but now I needed to make a hand for a high poly character. So above was a hand I made using the subdivision method. To model a hand fairly quickly, start with a polygon cube with 2 divisions. Scale the middle vertices out to [...]
Posted by: Kakes on: April 25, 2010
Above is my concept art I whipped up in photoshop: A punk infused geisha named Azusa. First, two planes were made orthogonal to each other to place the front and side outline of Azusa. Modeling one half of Azusa is enough as I can mirror her later. So I started with a cube on her [...]
Posted by: Kakes on: March 9, 2010
Above is a concept sketch I drew for the Siheyuan to be modeled in Maya. I started off with a polygon cube and extruded faces to model the Siheyuan as below.. So far, it looked like this. Now, to make the roof thicker… After splitting polygons and extruding faces in, it looked like this. And [...]
Posted by: Kakes on: February 22, 2010
So boolean operations are a no-no in Maya… Then how do I model an arched door for this church? First, create a polygon tube and rotate and scale it to the size of the arch. Delete the bottom half faces. Fill the hole that results from deleting the faces with the Append to polygon tool. [...]
Posted by: Kakes on: February 15, 2010
Here’s a tree I modelled using Maya’s extrude tool. To make the trunk, I created a polygon cylinder with zero number of caps and deleted all faces except its base circle face. I also drew a curve from the base of the face. With the face and the curve selected, I fired off the extrude [...]
Posted by: Kakes on: February 6, 2010
Often I’d want to make parts of an object separately then merge them together. What I used to do was just combine them or use boolean operations, which either results in redundant faces or screwed up normals. Finally, I’ve learnt to do it properly by using the Append to Polygon Tool. So here’s a hammer [...]
Posted by: Kakes on: February 6, 2010
This is an intro to the Edit Mesh tools in polygon mode. This wheelie bin was made to learn how to use tools in the Edit Mesh menu such as Edge Loops, Bevel, Bridge, Cut Faces, and Split Polygon. A wheelie bin is more or less symmetrical. I can save time by modeling one half [...]
Recent Comments