Maya Poly Modelling Experiments

Unity offers limited primitives in the package and prefabs can be bought relatively cheaply, however if a specific aesthetic design or functionality is required in a project, being able to model efficiently and effectively in Maya is essential.

I am 3Ds Max trained but this has always mainly covered Box modelling for environments and props.  I had to go through several tutorial videos so that I could navigate Maya (and get a 3 button mouse :D) 

Poly Modelling Navigation 

Q - Select 
W - Move 
E - Rotate 
R - Scale 
A - Centre 
F - Close up


Experiments 





Box Modelling (FalmouthTutorial) 



Vertices Modelling 



Face Modelling 




Low Poly Models 




Material Maps (export to PNG) 





Material Mapping 



 


Ink on Watercolour Paper 




Photoshop PNG Editing





Mapping/Lighting Backface Glitch. 





Final Box 



 


Reflection 

Maya And Unity play nicely together. The user interface for Unity is pretty easy to navigate but Maya is more challenging. The software is a powerful image, animation and game production tool.

As one of my SMART Goals I intend to work on my portfolio and improve this skill. I did meet some difficulty exporting the model to Unity but I think this has more to do with my faithful old Mac, struggling a little so I need to invest in some hardware.

The ink model was a test to see how the ink aesthetic could look in Unity as I am think9ng about the papery-inky world in which my Fizhogg characters live.

For the Wheels app, I am aiming for a simple clean 1920’s graphic design with the use of papery materials. I do need to model several tents and may use the low poly aesthetic for this 












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