Wednesday, 26 March 2014
The First Few Assets in Maya
The Whippet is the first asset I have modelled for the project. Modelling cars is difficult since they need to look quite smooth while still maintain their distinctive shape.
Since the model is supposed to be wrecked, I modelled the car in parts for a lot more variety when it comes to putting several of them in game. Modelling assets in separate parts seems like the way to go.
The Spider Mech didn't require a turnaround since it wasn't that complicated to model. I used the initial concept art image as reference. It really is a rectangle with several other rectangles sticking out of it. Modelling without a turnaround and specific images in Maya really helped me to understand more about the process of modelling. Like painting, modelling is a series of small, well-thought out steps.
Tim modelled the weapon of sass destruction first. I later added some more features and changed the design to make it more efficient.
The sons of iron sculpture mech didn't require a turnaround as well. Modelling the mech was more of a challenge, just to see if I could make something like that from the concept art. I'm surprised at how well the it looks in the end. Although some of the verts are in awkward positions, the statue is far away enough for the player to not notice these mistakes.
After I finished it, I always thought it was kind of ridiculous, but from moving it around it only looks that way from certain angles.
If you are a person on the ground, with the statue aiming the spear right at you, then it would be frightening.
Labels:
Extended Practice,
OUDF603,
R&D
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