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Showing posts from September, 2025

9 || WHY IS THE DEFAULT CIRCLE SUBDIVISIONS ON MAYA 20

 8, 16, 24, 32, 40, 48, 56, 64, 72, 80, 88... Have your spheres subdivide into multiples of 8, Thats the 8-sided rule girliepop.  Its enough to give a nice looking sphere shape. But also, is the easiest way for you to connect those shapes together. Also we hate n-gons here, so this is just a really easy way for you to resolve any edge flow issues. But the best way to fix this is prevention, so when you cook up a cylinder and sphere in Maya is to go to inputs in the Channels tab on the right. Then change the subdivisions to your chosen multiple of 8 and voila! Optionally set the cap thing to 0 on cylinders so you dont have to bother removing that middle vertext. Might as well, since you're already there.

9 || Trying to shape the body...

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  ~~~ After A lot of shaping I ended up with the shape on the top there. These images underneath were different, older versions I thought on before finally getting it right. I wanted some advice so I made sure to ask some people I know. Will made it a point to ask about where his stomach was, and he was so very right. I fixed that up when I got home. I was a little lost at this point as my polygons ended up looking a little squiggly. Jo then reminded me to stop looking at the smoothed view for a bit and everything ended up coming together after that. Sigh... At least I'm finally done with the main body though. I can finally get started on making some clothing for this guy!

9 || Starting on the Model

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Petrol Whale! Our model is off to a start, all things start somewhere and for me that happened to be the leg. As that was how the Joan of Arc model tutorial starts with. I struggled a bit with the written instructions but then realized that Oana has a tutorial up on this in one of the workshops. After realizing that, it went really smoothly. It really got me thinking about making the edgeflow looking nice, and I hope that I didn't make any mistakes at this point. It went rather smoothly and I didnt come into much trouble... until... AGH! The first major bump in the road. I struggled quite a bit, making the crotch look good. With the difference in body type, I struggled to follow along with the Joan of Arc model. I ended up having to look at other, references. Looking at semi-nude people for some reference was a little awkward considering it was their crotch and stomach area I was modeling but otherwise it was really helpful. I plan on asking people in my workshop for some feedback ...

8 || Custom Shelf Stuff

 Open your custom shelf in Maya. It's real helpful Add to it by using Ctrl + Shift + MiddleMouse Take it home by taking it from your prefs folder. Why is it useful? There are actions that you just constantly use when making models, and while it it isn't the same for everybody, you can customize it however you want to suit what you as a modeler typically default to. Delete stuff off of it by just right clicking on the icon you want gone and pressing delete. Rip a menu off the Maya interface by pressing that weird looking row of dots while on your chosen menu, and it will pop up as a window to use while you work on your model.

8 || Feedback

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 Here is an early version that I landed on in making a model sheet for the production bible. Ignoring how the head looks, I think I did a pretty good job. My groupmate Lily is in charge of that part and they seem to have their own vision for how that would look. I asked around and landed on some feedback. I had made the character way larger than it needed to be. Someone brought up that while the production plan said to give them this body type, I needed to tone it down a bit to keep it in line with the designer's instructions. Someone made a note of how I didnt include the spurs that were on the back of the heel in the original model sheet. To that I say, I found no reason keep them in the design. Spurs are typically for riding horses and this guy races around on his mushroom balloon. 

8 || Working from a Production Bible

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About Team Petrol Whale's Production Plan We received this nameless guy to make a 3D model about. The designer made a note about this guy being quite patriotic for NZ. What makes the design unique?     The spikiness of the hair. The defining nose. The choice of body type. Its overall similarity to a Kiwi. What are some examples from the commercial space (TV/Film/Games etc) that are in the same general idea as the bible you are working from?          With the vehicle, I kind of got Wizard of Oz vibes from the bible. How cohesive are the vehicle and character in the provided bible?     Not all too much. The character seems to lean towards a literal personification of a Kiwi bird. While the vehicle seems to focus heavily on a 'Wonderland' -esque type of vibe. Why are you either making changes to the provided bible designs or leaving them without changes? (discuss this in terms of visual design here, not just "It's fine as it is).    ...