Digital Modelling

Apr 29, 2011 14:25

Here's a screen shot of one hald of the modelled doorway.




http://i140.photobucket.com/albums/r17/YuQiaoMao/8178cc0f.jpg

We can see the chamber where i planned for the doors to slide into. Walls either side of the door and the door being set into a groove on the ground would stop the wall from being bashed in as easily as it would if on hinges.

I've also built the brick texture onto of the outer wall surface as decorative brincks (not the foundation bricks)

However, after ateending a class and bringing in this model, I was reminded that this method results in a far too high and uneeded polygon count. My tutor suggested transfering the bricks onto the foundation wall as a texture via the lighting/shading option and transfering maps. I would need to UV map the foundation wall first.

After building the last objects for decoration, I was ready to UV Map.

I attempted to follow this tutorial to do so http://xn--m3h.net/umbrella/2010/08/the-basics-of-uv-mapping-in-maya-2011/

While going through the UV mapping process, I was advised by a peer to export the object into mudbox to make sure that the objects were all ready for mud box. Following a tutorial made by Chris for making the edges of the object star hard in mudbox, I attempted to export.

As I sub-devided the doorway it started to distort at the joints where objects were combined. It was bought to my attention that I probably had too many individual items making up the door where I would only need 4-6 objects. I had 11 objects.

As a result, I attempted to rebuild the door way, making it out of as few individual shapes as possible. Unfortunately, my computer is faulting and crashing when running maya.

digital modelling, uni blog

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