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Showing posts from November, 2022

UV Mapping - Week 3

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 UV Mapping What are UVs? UVs are two-dimensional texture coordinates that reside with the vertex component information for polygonal and subdivision surface meshes. Uvs are the two-dimensional texture coordinate system, and they provide the connection between the surface mesh and how the image texture gets mapped onto the surface mesh. UV texture space uses the letters U and V to indicate the axes in 2D UV texture space facilitates the placement of image texture maps on a 3D surface. Why the UVs? UVs are necessary as that they provide the connection between the surface mesh and how the image texture gets mapped onto the surface mesh. Textures applied to polygon or subdivision surfaces that do not possess UV texture coordinates will not render properly or will distorted. What is UV Mapping?  UV mapping is a process whereby you create, edit, and otherwise arrange the UVs. The UV mapping process results in a correlation between the image and how it appea...

Z-Brush Part 1 - Week 4

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Z-Brush - Part 1 Week 4 starts with a guest lecturer  Carlo Bautista who's work can be seen here, where he talked about character creation and the main topics were shape language, Z-brush navigation and character blocking Shape  Language: There are three basic shapes which are circle, square and triangle and each one of them is telling a different story depends on the edges. Circle: Safe, friendly, harmless and  approachable Square: Solid, Sturdy, strong and reliable Triangle: Sharp, energetic, Dangerous and dynamic Different shapes depict different emotions Z-brush Navigation: Start with the opening of Z-brush, we can see the lightbox on the top left, if we open it we can see projects, tools, brushes, textures etc The hot keys can be seen after that, which are M, S, R M: Move S: Scale R: Rotate If we click ctrl while going to the hotkeys, we can see a dialogue box which is explaining about the keys if you go to any button while holding ctrl, it'll give you...

Modelling in Maya - Week 2

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 Modelling in Maya The week started with the workflow of working in maya or you can say as a 3D artist/modeller. The visual narrative and reference part has been done in the week 1 of the 3D pipeline of games and films, for this post we are going to cover the modelling in maya which mainly consists of hard surface modelling and organic modelling. For now, I'm only going to cover the hard surface modelling. Introduction to modelling concepts, techniques and tools Polygons : polygons are the basic building block of all the 3D models, the types of polygons are triangles (tris), Quadrilaterals (Quads), N-gons (quads) Components: Every Polygons is made up of components and you can select these components by selecting different tools like vertices, Edges and Faces.  You can change object mode to component mode by simply pressing F8. Sub-Division: In this section, we are going to study about sub-division, why is it there and how it helps us during creating a topology/modelling. ...