Perspective view from the Left |
Perspective view from the Right |
View from Bottom |
View from Top |
View from the Left side |
View of the Right side |
View from top |
view from back |
The rendered view of the 3D model |
The final model of this naginata gun was not exactly how I
envisioned it to look. The main thing about the gun that I dislike is the
colouring of the gun, which is black-yellow-red-brown I looked good when I did
the colour concepts in Photoshop in 2D but the colouring in Maya didn’t seem
right. Instead of it looking metallic like I wanted it to, it looked more
plastic and tacky without the textures – However with the textures added to the
model I am happy that the model no longer looks as unrefined as it once did.
There are things that I would like to change on the textures, of course, like
setting out the UV’s properly so that some areas of the model did not look so
mismatched.
So the next time I am to create a 3D model I shall spend
more time manipulating the UV’s to make the overall model look better and more aesthetically
pleasing to the eye. This is because when in a game if there is a problem with
the aesthetics of an object players tend to get distracted by them.
The second thing about the model was where the staff met the
orb, near the barrel. It is warped compared to the majority of the pole. The
zigzagged bit of the staff was hard for me to create, this ended up more pointy
and angular than I wanted it to be, however it still had the main shape and
form as the original design and it still fits in with the model visually.
The barrel end of the gun could have been less pointed at
the top so that it would have matched the design better, but I think that
personally it looks better with the point at the top. The bottom of the barrel
could have been narrower so that it would have looked more like the naginata
that the design was derived from.
A common occurrence that I have noticed with this weapon is
that when people usually see it, they seem to think that the barrel end of the
gun is the handle. If I was to create another weapon of this sort, I would not
do two uniquely designed ends like I have with this weapon. It would seem that
this type of design causes some confusion.
What I do like about the weapon is the end of the staff, I like
the organic feel it has to it and this is because that was the look I was going
for. I wanted it smoother and rounded rather than angular and that is exactly
what I got using the ‘Smooth Mesh Preview to Polygons’ converter. If I was to
ever need more organic looking item again, I would definitely use this method
again.
The glow special effect on the gun was something that I really
liked about the materials used on the naginata. It makes the orange ready and
charged to project out lasers.
Making this model has been challenging due to it being the
first model that I have constructed, coloured and textured, however, it has
been a good learning experience. I have learnt how to texture basic shapes
effectively and I have also found ways of doing things in the Maya programme
faster than I was originally doing.
In future I shall take into account, time and instruction
from tutors, as a bigger factor in making the model. With more time I would
have been able to influence the UV’s, and get them more accurate, and with
instruction from tutors they could have gave me pointers, to easier ways to
texture my 3D model.
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