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Showing posts with the label Maya

Unity : Scatter Objects

Mise-en-scĆØne Using the objects I had created I tried to create miniature scenes or vignette that utilise an amount of environmental storytelling.  For instance, see above there is a cigarette but in the foundation and only one of the people is obviously a smoker implying that they put it there. Also, there is a table set out in such a way as to imply that the three NPCs all sit together sometimes. Had I more time I would like to add the dialogue that I had planned but these vignettes will surfice.

Maya Models : Debris

Silent hill 2.0 Using Maya I created a selection of small scatter objects to fill my scene and tell a story through the environment. I really enjoyed creating these and while UVing the chairs, for instance, was like pulling teeth the overall experience was very enjoyable.

City Model import into Unity

London Upsidedown I imported the blender file into Maya and duplicated and flipped it to create the greater overhang of the city that the text mentions. 

Kit Bash

Careful not to inhale the glue flumes I joined the CAA (Computer Animation Arts) students for a session of kitbashing. I found this incredibly enjoyable and helpful. The act of just creating from reinterpreting the given objects and squashing stretching and cutting them into the shape you want was a dream. this also drastically improved my ability to control my as it solidified my understanding of muscle memory of the hotkeys and tools in Maya. Where I to iterate on this design I would increase the size of the tube section on top as currently its slightly under with regards to the proportions of the rest of the robot. But overall I'm satisfied with the result.  

Art and Design Exercises : Decontructing Art into Basic Shapes for 3D Modeling, Glastonbury Dam

The PoƤng of Art Glastonbury Dam, By Tyler Edlin, can be broken down into one large cube for the central building of the castle with another rotated and reduced for the roof. The wall is comprised of 4 cylinders with cones on top for the rooves. The tunnel section of the wall could be constructed from rectangles and cylinders using the difference boolean. For the details on the turrets themselves such as the wooden beams, I would use rectangles sunken into the surface to create the depth present in the facade. Alot of the surface detail is heavily repeated on a micro-scale and then on a macro-scale so I would probably try to create a detailed wall for example by creating the largest parts first then cut to get the tunnel, then add the rectangles to make up the supports on one small section and copy that across its breadth. Finally, I would then copy the whole thing for the other walls and make any changes that need to be made to distinguish them. using the same technique I would make t...

Technical tutorial : Unity and Visual Studio

Bean Life I created Bean life today using Maya, Unity and Visual Studio. I exported the segments of the corridor we had made in a previous tutorial into Unity. I then assemble the pieces in a scene into a simple maze. This was even quicker than it was in Maya, being able to duplicate and then snap into place the pieces with very fewer button presses made creating the level very quick and quite enjoyable. I realised through creating the maze that I don't know how to snap rotation points in Unity which is a bit of a stumbling block I need to resolve. After creating the maze I created a Player Controller in the form of the red bean, attached the camera  then used Visual Studio to write the code to turn the keyboard inputs into movement as well as gravity and ground check. The results are as seen above.  I am very pleased with the whole process, it was far easier than I thought I would be while still having the expected head-scratching because of code that doesn't work. With a lit...

Technical tutorials : Maya

Modular Corridor Part 2 Using the pieces I made last week, I duplicated and then arranged them into a labyrinth-like structure by moving the anchor point to a corner then using snap to point to align the pieces. For the sections that didn't quite meet, I selected the vertexes of one face and snapped them to the connection point of the piece I wanted to connect to, effectively making bespoke pieces. This was very easy and relatively quick to assemble a complex structure. Using this workflow would enable me to create large spaces in a very short amount of time. 

Technical tutorials : Maya

Modular Corridors Part 1 Had a tutorial on how to create modular corridors sections. A really useful technique I learned is creating a shape to your size specifications on another layer and setting it to wireframe to act as a scale reference and easy snap point. I want to try to build up a small library of different simple assets such as these corridors, as it will immensely speed up prototyping for future projects.