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Week 1 Turn in

Work In Progress / 12 May 2020

Proper planning is key I learned. You really need to nail the silhouette during block out, add holding edges in Game Res, and then go nuts it High Res. It might make more sense to decimate down to get the Game Res. I'm Tired.


  


  

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Cat Litter Jug

Work In Progress / 09 May 2020

WIP* Maya Model

Prop 2 for AGC


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Mouse Model Mid Res and UV

Work In Progress / 08 May 2020

Mouse Model WIP* Night 2

WF and 3 preview

Mid Res and UV

Bottom


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Mouse Model

Work In Progress / 07 May 2020

ACG - Course: Mouse WIP*

Logitech M310. I do not have this mouse personally, however, I do have 2 Mice similar to model off of. Yesterday I did the Breakdown sheet. and Today I did a mix between lockout and mid-Res. I understand that I am mixing together the high poly bake, so there will be some back in forth. Instead of doing Low, Mid, High, I am doing a sort of hybrid to lay the groundwork, then deleting and optimizing later. 

Not Merged yet just for scale 3 mode with WF


Breakdown Sheet (Needs Improvement to show model vs normal map)
  


Tomorrow I need to get all the silhouette forms done and start UV' ing.  After that add bevels and detail for High Res bake, and down rez-ing the In-Game Engine model.  


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3DF - Cramming for Turn in

Work In Progress / 30 March 2020

Bottle Opener - Renderman

Legoman ColorMap

Well, the Bottle Opener turned out to be the most challenging item to bottle. It took me probably 15 hours to model. I realized that UV and Smart Duplicating in quarters was the fastest way to do things as long as the merge threshold wasn't too high. Purchasing the item made it a lot easier. I think also segmenting in pieces with the basic shapes is probably the best approach and snap verts before merging them together. There was a lot of back and forth and fixing problem geometry. Sketching is a good practice to do beforehand.

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Clothespin Model Complete

Work In Progress / 23 March 2020

Maya Model - Kyle Horne - 2020


This was far less complicated than the Spark Plug. So the spring was modeled using a helix with extrusions. The rest with box modeling and bevels. I UV'ed two times. Once before, and once after bevels.  I will continue this method for future projects.  We set up a Bump Map in Renderman with a PXR shader. I'm going to use a wood grain map, and not sure what for the metal spring. 

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Clothespin The tail on the Donkee

Work In Progress / 22 March 2020


Well just doing this because I believe the spring can be done a similar way to the ridges in the sparkplug. (Helix) For now just the base model of one of the wood pieces. Needs beveling or holding edges for sub-D modeling. UV's and the spring part done, and All UV'ed by tomorrow, setup for Renderman with a  Bump Map. A lot left to do. Handy to have the actual reference object. 


The trick here was to start with cylinders and delete the sides. I first tried the Cirularize tool on the front to make it more round, however, the second rebuild yielded better results.

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Sparkplug of Joy

Work In Progress / 17 March 2020

Sparkplug


Sparkplug Wireframe and Shaded.

Wireframe and reference

UV's

Well, I started this on Saturday and completed on Monday. I thought I had more time and turned in a day late. The UV's took twice as long as the modeling. A lot of verts were stacked on one another. The Ridges are made with a Helix. The rest of the model was made with cylinders. This was more challenging than initially thought.

I saved more than 30 Files for this one.




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Legoman UV

Work In Progress / 17 March 2020

Legoman Finished UV's

Well, I lost all the work on the UV's and had to restart. Maya Kept crashing when moving UV Shells. I made sure to set the project and Delete History on the parts 1 by one. Arrow Right key to select the next item in the Outliner.

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Legoman Day 7 - UV Arm's and Hand

Work In Progress / 12 March 2020

Legoman WIP UV's

UV Editor - Tools > Show

1. Camera-Based Projection

2. Select edges just outside of Bevel to cut

3. Unfold, Unfold along U and V for Straight Shells

4. Select the Most important Shell. Transform > Get > Set to copy textel density. 



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