To create the beams for the attic I used the beams created for the previous floors.
I created another beam and rotated it so that it was lying diagonally across the two beams that had already been placed. I then used the array tool to create the rest of the beams.
Next I applied a symmetry modifier and adjusted the symmetry gizmo to adjust the mirroring of the beams.
I added some smaller beams joining the two beams that were placed at the beginning and added another beam on either side along the length of the attic.
I adjusted the position of some of the beams so that they fitted inside the roof of the guildhall.
Showing posts with label Symmetry. Show all posts
Showing posts with label Symmetry. Show all posts
Tuesday, 8 November 2011
Monday, 17 October 2011
Finishing UV unwrapping
I edited the UV map again and scaled down the size of the ear so that it was in proportion with the head.
Later I moved the ear into the bottom left corner of the UV texture as the other side of the UV map had to be welded to the first side. I exited edit mode and then turned on symmetry and added another unwrap UVW modifier on top of the symmetry modifier.
I went back to edit the UV map. Using element select I selected the map for the other side of the head and mirrored it and moved it so that it lined up. I welded the points down the middle of the face and moved the ear and mirrored it. Next I changed the aspect ratio of the image and scaled it to fit.
Next I rendered a UV template that will be imported into Photoshop and used as a guide to create the texture. I saved this as a PNG so that it would save the alpha channel into the image. This will save me from having to create a mask from the template when importing it into Photoshop.
Next it is time to create the texture for the model using the template as a guide.
Later I moved the ear into the bottom left corner of the UV texture as the other side of the UV map had to be welded to the first side. I exited edit mode and then turned on symmetry and added another unwrap UVW modifier on top of the symmetry modifier.
I went back to edit the UV map. Using element select I selected the map for the other side of the head and mirrored it and moved it so that it lined up. I welded the points down the middle of the face and moved the ear and mirrored it. Next I changed the aspect ratio of the image and scaled it to fit.
Next I rendered a UV template that will be imported into Photoshop and used as a guide to create the texture. I saved this as a PNG so that it would save the alpha channel into the image. This will save me from having to create a mask from the template when importing it into Photoshop.
Tuesday, 4 October 2011
Symmetry and Turbosmooth
I added a symmetry modifier to create the other side of the face. I checked the flip box to change the mirroring and then used the gizmo to middle of the face.
Next I added a turbosmooth modifier to smooth the mesh and add more vertices to work with.
Next I will refine the topology and create the nose. This part was quite straight forward as I had used both of these modifiers in a previous module.
Next I added a turbosmooth modifier to smooth the mesh and add more vertices to work with.
Next I will refine the topology and create the nose. This part was quite straight forward as I had used both of these modifiers in a previous module.
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