Showing posts with label SimonFields sp2017 elds205 prosthetic. Show all posts
Showing posts with label SimonFields sp2017 elds205 prosthetic. Show all posts

Sunday, February 26, 2017

Simon Fields: Week 8 Midterm Prosthetic


View 1

View 2

View 3

Using the Castle from the first assignment I was able to keep the theme of the creepiness and dangerous that the model has. I was able to keep a similar color scheme as well. I went with sort of a steampunk robotic arm type replacement with a shoulder sling.

When Modeling I used both Maya and Rhino back and forth to try and get the look I was going for. I used filletEdges and curves to help shape the model as well as the Boolean tools. After Modeling I used Maya to UV unwrap my model because I wanted to try and give the arm it's own prosthetic. Like before In the progress post I used a program called Substance Painter to do the textures.

When I brought in my model to Keyshot I started placing in base materials so that I can change the textures when ready to. I did run into a problem; Only one part of my model took the UV textures I had made. I tried to fix the problem by re-exporting my model in Maya and double checking my Uvs and maps but it kept not showing up. It is a bummer, but I am still happy with it's final result and I'll try to improve from this and learn from my mistakes. I used metal textures for the rest of the model and modified them as best I could So it at least remotely matches the part of the arm that has the custom texture on it.

Simon Fields: Week 6 Prosthetic Progress





Progress
I have been using the trial version of Rhino on my laptop because of the limited times I have to be able to be on campus; but it still has all of its functions intact until the trial runs out. I did have some trouble with the image frame, so I modeled the basic shapes in Maya because I was able to have the image in the view port. Then I moved to rhino add the extra details because Rhino's interface is easier for me to navigate and I was able to get what I needed done fast.

Substance Painter

After Finishing the model I UVed it in Maya then I saved the file as an FBX file format so I can import it and its map into Substance Painter. This software makes it a lot easier to create custom material maps and normal maps for models without having to worry about seem issues. It can also still paint a model that hasn't already been UVed in another program. I hope I can get the maps to work right in Keyshot when I am ready for import.

Simon Fields: Week 5 Prosthetic Sketch

 Concept
I really liked the color scheme and style I used for my castle, so I wanted the Prosthetic arm to mimic that style. The arm will be in a more robotic style. I also want to try and take things further and UV the model more properly to try and give it better texturing when I import into Keyshot. I will be using similar metallic materials for this piece.

Sketch
For the modeling I will be using both Rhino and Maya to accomplish the style that I want. Also with Maya I can UV the model so I can properly Texture the pieces the way I want them. In Rhino I will be utilizing the filletEdge tool and well as the boolean tools to cut out and shape the model. 

For texturing I will first use Substance painter because I can easily paint the model and not have to worry about too many seems in the digital painting. Then I will try to apply the UV maps into Keyshot and adjust the properties until I am happy with the result.