Friday, April 24, 2020

Blog Post #9: Character Model

Introduction

     In this blog post, I will be analyzing how Professor Heagney models a 3D human leg compared to how another YT video models a 3D human leg.

Video

     This is the video I chose to compare Heagney's work to. 

I'm so sorry that it's so freaking big on the screen! I have no idea how to fix it! :(




Analysis

     The video started off doing something similar to Heagney, as they first created a cylinder with 6 edges. Instead of deleting the top and the bottom of the cylinder itself, they deleted half the edges on the top and bottom.



     I was surprised to see that their next course of action was creating swift loops. They started with no height segments at the beginning, and then created swift loops where they saw fit to do so. I found this super interesting because that was one of the last steps that Professor Heagney did in his video, yet this was one of the first steps that this person did.




     Their next courses of action were similar to what Heagney did; they made sure the segments weren't straight up&down, and adjusted the cylinder to be as close as the size of the leg reference frame as possible. I did notice that when they did scale the cylinder to size, they didn't follow the little triangle thing that Heagney talked about in his video.




Instead of modeling one singular leg and making sure it fits both the side and front view of the model, the person modeled 2 separate legs--one that follows the front view and one that follows the back.




Friday, April 10, 2020

Blog Post #8: 3D Modeling Edition


     I don't have 3DS Max at home, so I tried to break down my chair into pieces and show the steps I would take to model it.

     Here, I show that I would start with a simple box and use bend modifiers to bend the chair to the lounge shape I want. This would be the main shape of the chair. Next, I'd create a small cylinder underneath the main chair shape, and use the bevel & extrude tools to change the shape of it (and creating many edge + swift loops). For the final part of the base, I would create a much shorter and wider cylinder, and create a lot of swift loops and bevel the shape so it looks like the image above. I'd also use turbosmooth to make sure the base looks as even as possible.

Blog Post #9: Character Model

Introduction      In this blog post, I will be analyzing how Professor Heagney models a 3D human leg compared to how another YT video model...