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Writer's pictureAnkitha Rao

Revisiting Modelling and Maya:

15/10/2022

3D Creation Pipeline for Film & Games


Week 1:


Hello, in this blog I will be talking about what happens, what we learn and how I implement it from the module 3D creation for films and games for the course MA Computer Animation. In this module we will learn about modelling from basics to advanced, where we will be thought how to model, creating UV maps, texturing, baking, Topology, rigging and Character Creation.


With a start of a new college year, we started this week with a direct dive into the world of maya where we started with poly modelling and Sub-Division modeling where we got to know the importance of a clean mesh and topology.


To give you some background I have studied BSc in Animation before this, so here I have studied the whole 2D and 3D pipeline and dabbled in some aspects of CGI creation and Composting.


As I have said above, since I am a person with a background in 3D Pipeline, I started reviewing the modelling tools and getting readjusted to maya from the beginning. When I started maya again I started from nothing and worked on experimenting with tools and watching videos which were provided to us and some on YouTube.


I started creating models with clean mesh and topology for inanimate objects like wells. With a few more inanimate objects which are work in progress.


Doing these exercises before diving headfirst into the assignments will help me understand the effortless ways to work on a project and some cheat codes to work faster and produce a clean model in a short amount of time.


When I was working on maya again after a year, I realized that even if I have a background in 3D creation, without constant practice you won't be able to work effectively.


The Image below is the practice model which I started to after I began with the course. In this model I have used the basic modelling tools and I have made this from watching a YouTube video to brush up my maya skills and get a hang of the interface once again.


While creating this model I used tools like Bevel, extrude, combine and a nonlinear tool like Bend tool to make the circle of the well. I have also used the subdivision Method for clean topology, and I have used a tool from sculpting tool kit called Grab tool to make the unevenness of the well stones and the roof tiles of the well. This tool is to move the vertices based on the distance and distance u need to drag. This helps in creating unevenness in an organized manner. I have also used the smooth for the well stones and the rope of the pully.




These are some of the renders I took from Arnold, using basic texture materials like Blinn and Lambert shaders and Ambient Occlusion (which for some reason did not come out properly) with the Skydome lighting.

Thank you, I will be back in a few days!

Reference and credits:

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