Thursday 26 March 2015

Life Drawing: February and March 2015

Here are all of my life drawings from February and March 2015. 

































Where we work. Recently we have been sitting down to draw instead of using the easels.




I feel as if my drawing skills have improved since attending life drawing. You can see an improvement between my earlier drawings and these.

Maya: Modelling and Texturing a Person

This was an assignment set by Robin. We had to model a person based off of this cartoon character. The model we create has to be suitable for animation, this means that every face has to be a quad (every face has to have 4 sides/ edges) we aren't allowed any faces with more or less than 4 edges. No triangles and no pentagons.

I started building from the feet up modelling the head last. I extruded out from the feet shaping the legs using the verts as I went up. Each foot was created as an instance which means whatever I do to one foot is mirrored onto the other foot. I used edge loops running down the front and sides of his leg to round out his legs.


I built the basic shape using the front and side views, I then rounded the leg using the verts created by placing edge loops.


Legs built without smooth edges.


When I reached the torso I had to shape the edge loops to bend from the hip to the top of his inner thigh. This is so that if he was animated the faces wouldn't clip inside each other. Some faces appear as triangles however they are all made up of quads. 


From the top of his shorts I extruded out edges shaping the verts as I went.


To create the arms I used a hollow 8 sided cylinder, I placed edge loops along the cylinder and shaped the arms to the reference images already provided in the scene. Once I had shaped the main bulk of the arm I used duplicate special to create an instance, I then mirrored his arm across to the other side of his body.



Once the arms were in place I continued to model the torso working upwards from his belly.



Once the body was complete I began work on the head.


I made a square the size of his head which I covered in edge loops, I then pulled the verts about on his head to create the basic shape of his skull and face. This includes his features.


As soon as the head was modelled I deleted the faces on the base of his head and extruded out the edges to create the neck.


One of the last parts of his body I modelled was his hands. I managed to model his entire body using only quads and keeping the poly count down low.



Finally I modelled his ears. I extruded them out, then I beveled the edges. 



Here you can see how I modelled the front and back of his head.


Finally after some tweaking the face was complete.


Finally I combined the arms and the head to the torso.


Now that the model was complete I began cutting the UV's using the cut UV faces tool.

Complete model.
Complete model with wire frame. The model has a total of 3262 tri's.

I finished cutting up the UV's and unfolded them. I then took a snapshot to take into Photoshop for texturing.

UV snapshot.


I took the UV snapshot into Photoshop and began texturing using the image as a reference.


The UV layout was disorganized and it was proving difficult to paint accurately. So I manually organized my UV's so that it would be easier to paint in Photoshop.

New UV layout.

UV layout in Photoshop.

I painted in Photoshop on top of the UV's.


I applied the texture to the finished model through Maya.

Finished model.

Wireframe front.

Wireframe back.

Final rendered image.
I'm happy with the final outcome. I had managed to create a model of a person and successfully apply the texture. I had also managed to keep the tri's down which means this model will be less intensive on the computer.