Week7 – Modeling & Texturing

Introduction

According to the original plan, Yu and I need to finish the model this week. Yu has finished ahead of schedule, and I still have a muscle man that I haven’t made yet. A few days later, my team member reminded us to make a model of the puzzle, so we were busy again this week.

Tasks

Complete the remaining models.

Complete the 3D puzzle models.

Process

At the beginning of this week, Yann and Sean showed us their layout and model respectively. Their work looks good, and I am looking forward to seeing their final animation.

Next I officially started to build my model. I went to watch the gorilla modeling tutorial again, so the character’s head is still made from a smooth cube. At the beginning I got the wrong method and made more and more lines and points, which made the model very strange. In addition, in order to save time, I directly imagined the side face of a muscular man, but because it didn’t look the same, I imported Maya’s primitive model as a reference. I was constantly cutting, adding loop edges, and moving the points, and the head of my model was roughly made.

In order to make the head more three-dimensional, I used extrude hair to make it longer. To be honest, the junction between the hair and the skin does not look very normal, but I believe the player can’t observe my model carefully, so I am lazy Optimize it. At this time I forgot one very important thing-if it needs to be the same as the poster, there should be no hair in the middle of the head.

There is no difficulty in making the neck. It’s just that I need to move some points to make my neck look rounder. After the smooth model again, I chose to use the cube to make the body directly, even if there are edges and corners, it doesn’t matter, because the poster shows this.

Of course, in order to make the model feel transparent, I asked Yu how she made her litterman, because the material effect of litterman is what a muscular man needs. I had to make each joint one by one, especially the belly part. I wanted to make it conveniently, so after creating a sphere, I used ShinkWrap. It turned out that the front part was good, and the back sphere protruded from the body. Not very beautiful.

Here, because I was too lazy to build an arm model, I used Maya’s content browser model directly. In order to achieve the animation effect, I directly rigging. Because I improved my rigging skills in the previous model, my rigging speed is very fast. Finally, I mirrored the model and bindings, and the work is complete.

On the rotating bones, I changed the axis orientation of the pivot to local so that I can adjust it easily.

I have to modify my hair again. To be honest, there is nothing I can do. My hair looks good from a distance, but when I look closer, I can see that my skin and hair are stuck together. Then I added the five senses, which are not difficult.

The model part of the muscular man is complete!

I used blend shape in my first model, and this time I will also use this feature on facial features. I added a lot of blend shape nodes, such as eyebrows, nose, beard, and named them. I hope teammate can use them directly in Unity.

The arm is not animated, I just bend my fingers. Because I know they want to make animation directly in Unity, and I don’t need to finish it in Maya in advance.

Then I checked my model in Unity, except that it took some time to find blend shape, my model worked well in Unity! In WeChat, I wrote every node controlled place to Jiang, because he is responsible for making muscle man games. He is very satisfied with my model.

I celebrated the completion of my modeling work in the group. To be honest, I don’t think my model is very complicated. I hardly encountered too much trouble in making it. Of course, this is also thanks to the help of my classmates and teammates. A few days later, when Yu and I saw that we still needed to create a puzzle model, we were both surprised. In fact, they told us about this before, but I forgot. I thought for a long time, even though my teammates allow us to make 2D puzzles, I still think that the 3D ones will be more realistic.

Wu feels that we can cut this way. Like his previous projects, this can save time, but I don’t think it’s beautiful and we still have time, so I plan to cut the poster well.

There was a problem with my cooperation with Yu. We didn’t communicate in advance. We cut the poster according to our own ideas, so the puzzle effect of the two of us was completely different. Finally Wu chose my plan, so I have to provide the fastest process for making posters, because we can no longer rebuild the model.

The plan I think is very simple. We now cut the poster in Photoshop and export it to png file. Because I have divided the layers in the file, I can create a 3D model directly based on the layers in Photoshop. Then export these models to DAE format (you can only choose this format), and then open and export UV and OBJ files in Maya. Finally, make the texture in Photoshop, and you are done. Maybe there is an easier way, but I don’t know.

Only a few days later, Jiang had already made the Muscle Man game. In fact, Muscle Man was the first game he made, and it was just waiting for my model. The idea of ​​building my model was also started after communicating with him. When I saw that my model was actually made into a game, I didn’t know how proud I was. Of course, there are still some problems with his game. For example, when his arms stretch, his shoulders do not follow. I asked Jiang if I needed to optimize the animation. He thought he should finish other games before optimizing all the games. So this is not modified.

Conclusion

I finished my part and handed it to teammates. They are very satisfied and our mission this week is over. Yu and I now have poster production and dubbing tasks. The workload is just right, and the team members are very responsible. This has enabled Yu and I to gain experience in this cooperative project. I think this is very good.

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