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Tuesday, January 10, 2012

Hippo THE BODY!


Now we are going to do the BODY!


 I created a cube with subdivisions of 4 for the height and 3 for the width and depth. AND again it is all about extruding and adjusting. Now it is the legs.


Next is the hands.


Now to give the body more of a real human body feel. I bulged the stomach to make it look bigger infront. The back should be a curve as well while the buttocks should extrude out a bit.


I selected the edges near the neck and extrude it to form the neck shape.


Now for the palms. Again a cube but with subdivisions of 3 for the width and depth.  Extrude the bottom face to form the thumb. I extruded as well as rotated to form the natural shape.


Same thing for the fingers. Extrude and extrude; shorter for the joints and longer for the rest.


Lastly, select the face at the bottom of the palm and extrude it to form the base of the palm so that we can connect this to the hands of the body.




And the hippo (everyone says it is a cow) is done. The palms and the body may look a bit cube-like but I am proud of it. The palms and the head were attached by deleting the faces and merging the vertices of the 2 together.

Corrections

Apparently, I made a mistake when I consulted my teacher.


The hand on the left side of the "hippo" body is lower than the right hand. I made it so to make it look like it was dancing. But I can't do that because I have to pass it to the rigger to rig it. It has to be symmetrical so I apologize for the mistake.


So above is the corrected one. The one with the proper symmetrical outline. I posed the shoulders downwards like he is tired if that is okay.


I made changes to my hippo model . . . again. I had to redo the arms because I felt it was not straight for a proper model.

My reflection on this week's work is that I am once again learning how to extrude, delete faces and duplicating specials of a cut object to make it whole. I learned to transform a simple cube to make a face or a hand; just by moving vertices up and down and extruding certain faces of edges. Going to do poses involving spider man so it is going to interesting. I now know how to merge vertices together properly. I have to combine 2 polygonal objects first then I will be able to merge vertices together.

Next, I will be doing my character development journal. I have decided on a character and it will be evil/crazy. It's unique and interesting to play around. For example, this guy:

Sunday, January 8, 2012

3D practise HIPPO!


Back to school and doing 3D again. This time, modelling a hippo. First we start off with the head.


First, create a rectangle and smooth it. Once smoothen, it would look a hot air balloon. Next is to adjust some of the vertices to form the nose. The front should be a little bit small while the back would form the head next.


Extrude the back of the object to form something like this above. Extrude UPWARDS to form the face.


Adjust more of the vertices to make it look more like a head. Delete the four faces of one side (the right) to form the eye.


Select the edges near the eye socket and extrude. Keep extruding to make it look realistic.


Now select the faces on the left side of the hippo and delete away. This is done to make it easier. You can just edit on one side and duplicate special of it.

  

Now to make the nose. Select the top face of the hippo and extrude backwards. Make it smaller as you extrude. Keep adjusting to make it look realistic.


Now for the ear. Select the top face near the eye and extrude outwards. Once extruded, select the vertices and always adjusts. (I realise 3D is all about EXTRUDING and ADJUSTING!)


Now that I'm happy with it, duplicate special! Change the settings in the z scale to -1 and it duplicates the head like a mirror image. Next I combined them instead of combining the vertices.


And as always, EXTRUDE and ADJUST! Select the bottom 4 faces near the face to make the mouth. Extrude downwards and rotate. Keep extruding and rotating.


And viola! My very own hippo head like thing! Soon, I will be doing:


My reflection: 
I feel this is like an extension of IN3D. I notice it is all about precision and adjustments, making it look like the real thing as well as the real thing. It is quite enjoyable to do. 

Any lessons learned? Not really because all this were taught during IN3D but instead of making in-animate objects, we're now making characters which is more adjustments to various body parts and a lot of scaling to do.

Sunday, December 4, 2011

Star Wars: The old republic and Skyrim




Hello once again gamers.

For the past few weeks, I was bombarded by work work and work. Skyrim also took much of my time since it has over 300 hours of gameplay! Anyway, a dream game I wanted to play for so long presented itself to me in an email saying You have been to test the Old Republic.

*Cue in girlish scream*

YESSSSS! I cant believe it. I signed up to test it since January I believe and I had almost forgotten and given up hope of ever playing the Old Republic.

Why Im so excited about this?

This game wont be available in Singapore since the game producers did not want to sell it here so I grab the opportunity and play it for as long as I please. Goodbye work.

Here is a clip of a playthrough called a flashpoint. Enjoy this clip of mine and other funny clips too!




My account: TheDarthPancakes








machinima November 26 and December 3 2011