This week, we began looking into UV mapping and were given a zip folder of different scenes we had to experiment with. The first task was the dice which was relatively easy to work with- it was a really simple start to learn the very basics of how UV maps work. Moreover, I found this task fun and not too challenging to execute. The second one, however, was a little more challenging as I had to fix the warping and positioning of the texture. At first, it took me a while to understand how to use certain tools such as layout and unfold. However, I ultimately found this to be very educational and helpful to my 3D vocabulary and wasn’t too bad once I got into the swing of things. The barrel was a bit more challenging as it required the use of many tools to fix the warp. These included cut, unfold, unfold u, unfold v and this was not easy considering there were a lot more complex shapes involved in comparison to the cylinder task. In the end, this was quite rewarding whenever I managed to complete it correctly.

 

Unwrapping exercise images

 

 

 

Hand UV unwrapping task (step-by-step)

Here is my progress on the ‘Arm UV tutorial’ in which was presented on Blackboard by my tutor, Alec. I found this activity surprisingly easier than the last tutorials I had done above. By far, I have learned a lot by going through this guide. For instance, I was initially confused about how to go about unwrapping the fingers on this model as I thought they would need to be cut individually. However, when Alec demonstrated how to do so, it made me realise how simple it can be done. In future, I will keep this in mind whenever I create models of my own.

 

1.

UV planar object & cut hand of arm

2.

Cut bottom of arm base

3.

   Unfold cut area to make the checkerboard less warped

4.

Select edges on hand and cut 3/4 alongside the middle edges

5. 

   Unfold hand and rotate

6.

   Go to layout and fix the placement of both the hand & arm

7.

Finished UV map!

 

 

 

Homework task: creating a table in Maya

 

 

This image is a model that I was trying out for my homework task. This was to create a table based on an image that was provided by our tutors. I would say that this was a huge struggle at first, especially with getting the shape of the table legs to look decent. As I initially chose a cuboid for them, they ended up being flat rather than rounded and this originally ruined the illusion of the table being realistic. I did fix this for the final model, and I am overall quite happy with how it has turned out as it has a good balance of detail- it isn’t too complex or simple. By doing so, it makes it more visually appealing and gentle towards the eyes.

 

The reference we were given

 

 

 

 

 

Final model assignment brainstorm & thoughts

This week, I began to do research into what I wanted to look into for my final 3D model. Out of the list of options we had to choose from, I decided that I wanted to create a wizard/witch staff as I felt I could do a lot more with it in comparison to the other model choices.

 

 

Out of these ideas, I have decided that I want to go with the dragon idea the most. I feel as though this would be the most interesting one in comparison to the others. Not only that, but it’s an idea I am passionate about making, therefore I am motivated to create this design.  I might also incorporate other ideas shown above, such as crystals/gemstones and perhaps wings if time permits.

 

 

Inspirations for my model thus far

 

 

 

Practicing poses through my inspirations

As seen above, I have taken inspiration from Spyro poses to make a rough sketch of a dragon concept. I really like how these turned out and I am further considering using this design for my staff- perhaps it can transform fully into a dragon through casting magic?

 

 

 

Searching for inspiration for my model style

Below, I have included some examples of work from artists who currently have inspired me with their styles. I love both of their sets of models here as they give me 2D cartoon vibes, yet they are 3D models. They both share the quality that I wish to achieve with my style and I also want to be able to merge my 2D style with this medium. These artists have made me feel more encouraged thus far.


I absolutely love this dragon head design as it appears to look soft and has colours that are gentle to the eyes.

Moreover, it reminds me a lot of 90s anime styles, that in particular being Neon Genesis Evangelion. The dragon itself gives off Eva vibes. I feel like this style itself would be something I would ultimately like to achieve with my 3D modeling. I know that for now, I am not experienced enough to be able to produce work at this level of professionalism, however, in the future I might plan to redo my staff outcome to make it look more advanced.


In comparison to the dragon, this model is a lot different in shape and colour. It is obvious from the shape language and build of this sprite that it is maleificent, or perhaps a cunning character. With this video itself, it was very interesting to watch how the character was modeled. It went from being blocked in by simple, blocky polys, slowly being manipulated and extruded to become what is shown above. This process itself was really fun to watch. Overall, this video has really taught me the importance of initially blocking and using simple polys for characters to aid in making them easier to tweak and further modify for the final result.

The second artist whom I have looked at does a lot of 3D modeling for game design. What I like most about his work are his character designs. They are simple, yet exciting and convey a lot of personality and potential. I particularly love the video shown first as he goes through the different eras of video game styles to now. This is shown with the character that he has made above and on this screenshot is an example of what I refer to. I thought that it was extremely interesting to watch this video as it has allowed me to understand how far technology and resources have advanced throughout the time of video games. Watching the progress of the character being made with the higher poly resolution was really interesting as I was able to obverse and watch the processes and steps taken to reach this final model.

Here is another model that he has made which is slightly more simple in shape and character. By watching this video, and a few of his other tutorials, it is evident that he often starts off by the technique of creating the character’s head and sculpts each body part at a time, until it is finished. This seems like a very handy method of sculpting as t could prevent confusion or too many polys being in the scene at once. As a beginner, however, I do feel as though it would be necessary for me to block out my models with simple shapes first. This would help to guide me with where the separate components are, keeping me on track. When I become more experienced at 3D art, I might start perfecting each asset as I go along as I do feel that this would aid with concentration and focusing better on details.

In conclusion, it has deemed to be beneficial at looking at both of these art styles and speed modeling. It has taught me that shape and colour fulfill a very important role when making character models. An example of this is shape language as it can portray a character in many ways- make a character more round and it seems innocent and harmless, however, an upside-down triangular character will seem untrustworthy and sly due to the sharp angles.

In addition, watching the modeling itself has taught me that there are many different ways to sculpt a character. You can choose to block it out or sculpt one piece at a time. Both techniques are interesting and probably helpful for different people. Perhaps some like to use a mixture of both, which is something I am considering doing for my final model. This would include blocking in simple shapes and then reforming them one at a time.

 

 

Book reference: The Art Of Magic The Gathering

I have included the following pages from this book as I have a huge appreciation for the art style that is used for the card game. Below, I have specifically searched for elements of magic, dragons, and other creatures that caught my eye. Although I am aiming for a much more cartoon style as opposed to realism/semi-realism, this artwork has inspired me to think more in-depth about the various shapes, colours and powers/functions my staff can bestow. As I continue to progress, I will try to keep these factors in mind. I will probably end up coming back to the book not just for reference, but for ideas and inspiration as well. The book itself has an incredible range of fantasy elements, ranging from finished works to sketches and concept art- which I adore. It not only shows finalised artworks but the in-between progress of those outcomes and this is just as important as the finished product.

 

The above photo by far, is my favourite. Not only does the dragon appear striking and menacing

through colour, stance and expression, but the layout of the page also fits the scene.

This page itself is absolutely stunning and is incredibly eye-catching and luring.

 

 

 

 

 

Links of image references:

https://www.google.com/url?sa=i&url=https%3A%2F%2Fplaystation.fandom.com%2Fwiki%2FSpyro_the_Dragon&psig=AOvVaw264LF6tmR4sDfO8jmTCruX&ust=1615327957186000&source=images&cd=vfe&ved=0CAIQjRxqFwoTCOjo29vboe8CFQAAAAAdAAAAABAJ

https://www.google.com/url?sa=i&url=https%3A%2F%2Fconsequenceofsound.net%2F2018%2F07%2Fa-beginners-guide-to-the-emmy-nominated-steven-universe%2F&psig=AOvVaw2wm-OepMoFaMdyArXZCZAV&ust=1615312751673000&source=images&cd=vfe&ved=0CAIQjRxqFwoTCODQubjcoe8CFQAAAAAdAAAAABAh

https://howtotrainyourdragon.fandom.com/wiki/Gallery:_Terrible_Terror#Concept_Art

https://www.google.com/url?sa=i&url=https%3A%2F%2Fen.wikipedia.org%2Fwiki%2FSpyro_(character)&psig=AOvVaw0bt5xmClFkk61iPCrOZitN&ust=1615312760164000&source=images&cd=vfe&ved=0CAIQjRxqFwoTCPji7oyjoe8CFQAAAAAdAAAAABAD

https://www.google.com/url?sa=i&url=https%3A%2F%2Fwww.polygon.com%2F2018%2F8%2F17%2F17715602%2Fspyro-reignited-trilogy-delay-release-date&psig=AOvVaw0bt5xmClFkk61iPCrOZitN&ust=1615312760164000&source=images&cd=vfe&ved=0CAIQjRxqFwoTCPji7oyjoe8CFQAAAAAdAAAAABAJ

https://www.google.com/url?sa=i&url=https%3A%2F%2Fwww.mcvuk.com%2Fdevelopment-news%2Frelight-my-fire-giving-spyro-the-hd-treatment%2F&psig=AOvVaw1iJWkU35kwLe3wHcCEv5P9&ust=1615328441553000&source=images&cd=vfe&ved=0CAIQjRxqFwoTCNCr197doe8CFQAAAAAdAAAAABAT

https://www.google.com/url?sa=i&url=https%3A%2F%2Ffantendo.fandom.com%2Fwiki%2FSpyro_(Elemental_Clash)&psig=AOvVaw24JMMX5m_PVcJii2bXAY1V&ust=1615328698493000&source=images&cd=vfe&ved=0CAIQjRxqFwoTCNCit73eoe8CFQAAAAAdAAAAABAD

 

 

Additional videos of reference:

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