Thursday 3 October 2013

BCT13021-GA1A03 ( 3D Asset Generator )


MedaBot Mood Board

For this assignment I was unsure what I would model, I went through a lot of different Pixel Art games and old school games that I had played such as Jazz Jackrabbit, Metal Slug etc. I then decided that I wanted to make a model of a robot but because I spent so much time thinking about what I was going to model I was unable to model anything that would be a High Resolution Model.
So I chose a Medabot to model for this assessment. The reason for this is that I used to play the Medabot game when I was younger and at that time it was also a TV show that I watched as well. Looking at the reference images I collected I thought that modeling this specific Medabot would be quite difficult and I wanted to see if I could pull it off.



Here is the model without any texture add to it. The process was quite difficult for me, to get an accurate model was most challenging. I ended up making a lot of different objects and then combining them together, Like the shoulder armor which was made out a cube then placed on top of another object. Also I had to do this with the Y shape on top of the head. 




   Was quite pleased with the end product. Really had trouble with the Spec Maps and Norm Maps. I was originally wanting to have the model look like a toy as the end product and I think I managed that. But in saying that there is a lot of room for improvements. There are a few tiling issue i could have improved on but again because I was so indecisive at the beginning of this project it set me back quite a lot and because of that i wasn't able to spend more time on them. I was quite happy with how the feet turned out even though they were the most annoying thing to model especially when it came down to the geometry. Over all this was a huge learning experience for me.

Obstacles

One of the hardest hurdles to get over was modelling the face of the model. I had no idea on how I was going to approach it. At first I used two different objects e.g. I got a cube and hollowed it out and shaped that to the frame work of the reference image. Then I used a sphere and up that into the hollowed out cube which then caused problems. Somehow I got that to work but then Maya crashed on me so all that was lost; saving is essential. So I tried again and just used the cube and as one object I shaped the framework to the models which was fairly easy.

The biggest Obstacle was the UV’s of the object because I had forgotten to delete some vertex‘s I had extra which made things a lot harder. So unfortunately I found this out half way through the process of sorting out my UV’s. This was a huge set back so with me having so little time I went through and weeded out as much of the extra vertex’s as I could. Due to this my UV’s didn't end up looking as clean as I would have like them to be.

There was also times where I had double faces but nothing that wasn't too hard to fix. A simple delete face and merge vertexes did the trick.