I am planning on setting myself some goals, doing so will allow me to keep track and manage my schedule correctly. I created a list of some of the Assets I have to model on Maya which will give me a rough indication on when I should have things completed.
I am hoping to have roughly half of my assets modelled on Maya for the start of November, and the other half complete by December, as I want to show my modelling skills with this project I am giving myself some time to ensure i am creating high quality models before I begin to texture them. During this time, i am also planning to be sending my models for feedback so I can make sure I am getting the most out of every model I create.
Update
Following my previous planing schedule, I am continuing to model my assets and have given myself a little longer to spend on assets such my car model, as this will be a challenging model to create – I decided to push forward my modelling deadline, this will allow me to focus on creating my car and adding a lot of details – I want to show my modelling skills and feel I shouldn’t rush this part of the process.
During my pre – production presentation, I created this excel sheet with a list of my more in depth and updated planning schedule – this will allow me to stay on top of my work and make sure that I don’t fall behind.
I also will be keeping cautious of my blog, I am currently creating drafts that I will add on to daily whenever I complete some work – this will allow me to go back and write in good all the work I have done. I had a meeting with Yuan who gave me some really helpful advice to get on track with my blog write up and ensuring that I am not overwhelmed as the submission day approaches- I received some advice on making my blog a lot easier to read and separating my titles into categories which will primarily assist me when I continue with the write up of my blog.
Schedule revision
i have updated my schedule, as I ran into some modelling issues I decided to give myself a bit more time to finish off the last of my assets within Maya.