Back to Maya, I imported the file and opened the Texture editor. Because I only wanted two textures to deal with, I decided to connect everything again, except the head because of its need for much more details. Moved and scaled into the right position, there were finally three files: Head Body Nails all saved […]
Archive for 'Maya'
After having finished the model, the most important part in creating a reliable individual began – the texturing. Firstly, I exported my mesh as an .obj file in order to export it afterwards in headus UVLayout. Using the tools of this software, I determined the edges on which I wanted to separate the parts and […]
So, anyone out there who is up for a new game challenge? Yes? Then let’s play “Rise” created by Deathspike Entertainment. How come, that me out of all people (= the biggest loser ever when it comes to playing games ) posts a game link? Well, it’s because I did help develop it. Last summer […]
Finally, the title outline and abstract of my bachelor thesis have been granted and “already” officially registered. So no going back And here we go – this is the title: Self-Made Motion Capturing – Comparing current Motion Capture methods using Kinect and Optical Motion Capture Systems
It’s been a while since I updated my bachelor thesis status. The reason was a two and half week journey to the south west of the USA – which by the way was an absolute fabulous vacation (curious? -you can see a few photographs here). But back to work. My deadline (in September) is approaching […]
I have always known that it is very important to keep a special number of sides for each polygon, which should then be respected during the whole modeling process. As far as I know, three sided edges are suggestive for games because every object can be split into triangles. But as a Maya-user and, for […]
Hey guys, finally I’m slowly approaching the end of my media computer science studies. But in order to graduate I still have do my bachelor thesis. While I’m still discussing the main content with my professor (when the topic is clearly defined I will post it here) – one part I already know for sure: […]
Aladdins Lamp – the CG Talk speedmodeling challenge of this month. The Genie is modeled in Maya 2012. Then I painted the background with Photoshop. Working time: 5 hours
1 hour for modeling 45 minutes for lighting and 30 minutes for rendering and postproduction I used my graphic tablet for the pattern which was a quick and easy way to model the lamp.
Finally a Maya post again. And another entry for the CG Talk Forum. It took me approximately three hours for modeling, shading and rendering.