Techniques
Setting up a proper Ref
Of course, in the above image, I have already resized, cut and altered the image to make it reference-friendly to me when imported into Maya. This set is VERY important. I stress it again, if you even want to use reference images, the images MUST correspond with each other. As you can see above, I used photoshop to align the joints and important areas to take note of when modeling in Maya.
When we are done resizing and altering the image to our hearts content, we can move on to importing the image to Maya. And oh, don't forget that in Maya, you will also have to do your required settings for the alignment and distance for your ref image which was briefly taught in class.
Making use of the Ref
Above:Right View
After adding some shapes, extruding, managing vertices I got this shown above. Duplicating the first one to form a clone on the left front wheel. Special note is taken to make sure the topology and edge flow is smooth.
Model that I based on
Select the faces around the edges of the box and turn off the "keep faces together" and extrude...
In the image above, I played around with the faces and finalized with this posture before going into vertices.
I got this after manipulating some vertices.
Using the twist, lattice deformers, I derived this poor smashed up box.
Reflection
In this exercise, I found out that using deformers are of most important in many other models as well and in animation.
Using deformers like that make life easier by not having to indicate vertices at every-other spot.
Also, I admit that in this exercise I've used too little polys and made my model a little low quality and slightly deformed(the deformation inside the box is intentional).
Lastly, it is good to plan out how your model will actually look like in the end - this is because we don't want to randomly put deformers, edge loops on areas that we do not really need(++poly count as well). Well, not planning may give you impressive results as well, but that's not always the case- not to mention it is time consuming as well.
I created the base using polygon cube tool.
I've marked out the places where I want to extrude with the insert edge loop tool.
After some adding divisions to the center portion, I used the bevel feature to get a difference of length between the jagged edges, then I selected these shorter lengthed faces and extruded them to form the above image. Some vertices were edited to change the length of the board.
After extruding out the borders of the image, I beveled them to make them look smooth. And there we have it.
Reflection
In this exercise, I challenged myself to finish it using just one base polygon. I found it slightly more time consuming than creating other primitive shapes and aligning them to the image. But well, the outcome is still acceptable.
I didn't really refer to the tutorial for this exercise, so I might miss out some crucial learning point in it, but other than that, I think that using beveling in this situation really saves plenty of time.
Created a bucket using the cv curve tool and rotating it. (Surface->Rotate) After which, I manipulated some vertices to form a more decent shape of a bucket.
Extruded the bottom and changed some vertices to make it have a sharpen-ed edge.
This is what I got after creating a new polygon cylinder and developing(extruding faces) it from there to form the knob. In the picture above I used a circle as the head and scaling down the tip vertices a little to give a not-so-rounded effect.
Used a the 3 point tool to create a curve and from there, I edited the curve to make it realistic.
I extruded the plane onto the curve to create the handle. After some scaling and minor edits, the above picture was what I got.
Reflection
In this exercise, I think that we should learn how important to extrude an object easily on a curve(which actually can be done for the track practice). However, for the creation of the bucket, I think its much easier(and faster) to use a cylinder tool and modify from there.
And oh, I did not use the soft-selection tool, but I did try it on other models before.
And then, I extruded the faces at the bottom and "blunt" the edges.
Finally, changing the curvature and bounds in the bend deformer tool, we can bend the track.
Reflection
I think that in this assignment, it was good that we learnt how to use more of extruding and create polygon tool, but perhaps it is better if we practice more on the bend deformer as it is very useful especially when in animating simple objects we don't want to give a skeleton to.
I believe this was Week 2 of E-Learning?
Anyway, here goes.
I'm not very sure whether I had to download anything from olive, but this looks relatively easy so I'll just do it.
Process
I create the base of the gear using the polygon pipe tool.
Clicking on polyPipe1, I increased the subdivisions to a number I was satisfied with, I think 24, 5 is enough.
Selected the faces that I need to extrude.
This is what I got after that.
Reflection
I did this model out of pure interest and no referencing images were used. I think that the more we practice especially on things we like to do, the better and faster we get.
Katana:
Click Here
Katana with unfinished sheath(just a status update):
Click Here
This is a very rough mesh of a battle robot .... made various mistakes here and there and definitely not the type of standard for submission... but oh well, practice counts!
Name : Mat Cat
Behavior: The Mad Cat is a very versatile robot that can traverse onto many different types of terrain, not only that, the Mad Cat can launch a flurry of LRMs (Long Range Missles) through its "ears"(the two boxes beside the main body). The two arms carries light cannons and laser cannons.
Will probably texture it in time to come.
Process:
As you can see, this part of the robot was extruded from the main body by selecting a specific face and using edge loop tools to define this face. From there, using the extrude tool and manipulating with vertices at some points such as the curve, I have ended up with this
Tools used
I manually edited the polygons using vertex, extruding, faces etc. For the second(the toy train)model, I used the boolean(difference) and extruding to dig into the main body of the train(the two holes).
Well, in this exercise, I found it very easy and the only thing that I found that is noticably important was the boolean->difference.
Using the boolean difference tool, you must click the main square then shift-click the cylinder then apply the tool.
I created a sphere using the polygon sphere tool and sliced it into half. I then manipulated the vertices on the top to make it flat. This method is also used to develop the green block of the train.
Reflection
I found that in this exercise, I practiced more of texturing rather than how to manipulate the shapes as most of them are still in their primitive form. At first glance, I found out that there were lots of primitive shapes used and actually said to myself "piece of cake" - well... It actually was.
For example, the green body of the train was jus a basic scaling and moving of certain vertices.
I joined the rectangular body of the train to the green and blue blocks rather than extruding them from the main base. the wheels and blocks were done the same way.
However, as you can see, I used a range of different textures in this model such as Blinn, anisotropic to create a certain shine to the model.
Toy Blocks;
Click here
Toy Train Isometric;
Click here
Toy Train Orthographic;
Click here
Toy Train Isometric(Simple Textured) w/ Render view;
Textured:Click here
Render View:Click here
Wanted to do shaders, but didn't.