Showing posts with label Symmetry. Show all posts
Showing posts with label Symmetry. Show all posts

Tuesday, 8 November 2011

Attic beams

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.

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.

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.