This course will look at the fundamentals of modeling in Maya with an emphasis on creating good topology. We'll look at what makes a good model in Maya and why objects are modeled in the way they are.
Modeling the boot sole detail. I intend to extract that out as normal and ambient occlusion maps also as I don't plan to see the boots up very close in any shots.
Once the boot is done I finish the exoskeleton structure that is connected to the bolts on the side of the knee.
Here's the boot with a normal map sculpted in Zbrush. Gonna add a bit more detail and put some wear and tear into it as well although it will get covered a bit by the exo-skeleton frame.
I re-modeled the sole and added detail in zbrush instead of what I did in maya.
Mostly wasted detail as you will prob never see the bottom, certainly not up close but still...
As for the laces, the bottom 'holes' are just normal mapped and the upper D shaped rings were modeled seperately. Then for the upper section of laces I drew a curve on surface to match the position of the rings and extruded along the curve and adjusted the CV to get the shape. Convert to poly, keeping fairly low as I won't be seen up close.
Then they got partly covered up but the leg exo-skeletal structure, but hey, I got a nice boot underneath I can use for other characters.
You may not post new threads |
You may not post replies |
You may not post attachments |
You may not edit your posts |
BB code is On |
Smilies are On |
[IMG] code is On |
HTML code is Off