PolyBook - blanchsb
November 29, 2019 - Day 11: Game Asset Creation - Maki Maki (Primate) Character from Team UnMask'd
Man it has been a month already. I had 2 cars with problems and a bunch of mechanics tools and youtube. So I bit the free-time bullet and had to fix them. In the meantime I got marginal work done on Maki Maki.
It spent the rest of this weekend finishing him. I really liked copying the face reference from my sketch all those years ago. I think I nailed it.
And I kept him quite low poly.
Maki MakiEdit Mesh
Next up is the 'id' character. All the previous ones drew their strength from their masks. The 'id' draws it's strength from the wearer. Allowing the mask to levitate. My more creepy of the characters.
Original Post: Beginning
After the homework series has ended this week I want to keep the momentum going.
My battle plan: Finish the mesh modeling bootcamp. I stopped after finishing the female cartoon head.
Finishing up 'Modeling a Rugged Revolver' right now and have about 1/8th of the project completed. Still working on the block-out. I will try the revolver first then work my own gun at the end for one of my game characters (it will look nothing like the revolver, more like a Marvin the Martian space gun, I am thinking)
August 21, 2019 - Day 1: Modeling Revolver
Trials: Still struggled knowing where to use the 'inset' properly on my own until I watched JLampell do it first. Especially on the top piece with the reticle.
Question to the hardened veterans: Is there an easier way to 'cut back' a face on an object without multiple steps of deleting faces/edges/verts that is similar to inset or extruding back into the mesh? For example in this picture below I wand to 'cut' back that face in the Y (green) direction all the way to the looped cut nearby so it leaves a flange.
If I translate the face it obviously angles the face below it. (that doesn't help)
If I 'extrude back' or 'inset with depth' I end up getting the notorious unwanted side walls. (close but no cigar!)
I know I can select the top 2 vents and delete them which leaves the desire geometry but without the faces (and it ain't a walk in the part to recreate them since the lower left corner doesn't have a vertex yet).
So the painful process is: select top left verts, delete them, extrude lower right vertex to the x-origin then re-add faces. Sorry but my mind intuitively doesn't think that way.......yet. My mind says "hey I should just be able to MOVE this face back and snap it to the edge loop there & be done................ maybe delete multiple verts that are overlapping after the snapping business, but hey I can live with that"
Partial Results of the blockout: Okay back to the job at hand. Shout out to spikeyxxx for his gold nugget tip to have me enable 'Loop Tools' Add-on. Making the trigger guard decrease in width was making weird angles on those side faces. But with Loop Tools 'Flatten' on some faces and that 'ain't no thang no moe'. Thanks Spikeyxxx
That's it for day 1.