I began my final outcome on Maya, using more complex polygon modelling than from my last project, which was solely focused on geometric form. I began by crafting the body and gradually added details such as the pockets, straps and extra gear. I then crafted the head, hands and feet and adjusted proportions as I went along.
However, later on in the process I began to struggle with some elements, such as extruding polygon faces to create the padding on the clothes, and small details such as laces which I struggled to create. I found myself unable to apply lines onto both the padding and the boots due to the shape of the polygon edges. applying textures. Initially I wanted to use a fine cloth texture on the clothes and a leather texture for the gloves and hat, however I had applied too many test materials which had confused the texture engine and the renderer, leading me to having to delete all of the textures and reapply basic ones. Despite this difficulty, I was pleased with the final appearance of the pilot's textures. He had a more minimalist stylised appearance, which was unintentional but an interesting and successful outcome. The pilot's strong and alert pose helped to better portray his ability to survive in the cold conditions of the arctic, despite being stranded, without even needing to see his facial expression.
Overall, the final outcome was a success and fulfilled my client's image. My 3D modelling improved much from the last project in terms of problem solving and creating more complex shapes for a more complicated design. I managed to take design freedoms whilst sticking closely to my client's wishes, which resulted in a good final character outcome.
In the final feedback session from my client after the finished project, I was told that the communication between myself and my client was very successful, as her wishes had been well communicated in the development and final design. The inclusion of variation concepts had been very helpful in tweaking the design very slightly, whilst maintaining the character's narrative and space for interpretation. To improve, I could have created a physical model, such as a 3D printed version of the Maya model.
However, later on in the process I began to struggle with some elements, such as extruding polygon faces to create the padding on the clothes, and small details such as laces which I struggled to create. I found myself unable to apply lines onto both the padding and the boots due to the shape of the polygon edges. applying textures. Initially I wanted to use a fine cloth texture on the clothes and a leather texture for the gloves and hat, however I had applied too many test materials which had confused the texture engine and the renderer, leading me to having to delete all of the textures and reapply basic ones. Despite this difficulty, I was pleased with the final appearance of the pilot's textures. He had a more minimalist stylised appearance, which was unintentional but an interesting and successful outcome. The pilot's strong and alert pose helped to better portray his ability to survive in the cold conditions of the arctic, despite being stranded, without even needing to see his facial expression.
Overall, the final outcome was a success and fulfilled my client's image. My 3D modelling improved much from the last project in terms of problem solving and creating more complex shapes for a more complicated design. I managed to take design freedoms whilst sticking closely to my client's wishes, which resulted in a good final character outcome.
In the final feedback session from my client after the finished project, I was told that the communication between myself and my client was very successful, as her wishes had been well communicated in the development and final design. The inclusion of variation concepts had been very helpful in tweaking the design very slightly, whilst maintaining the character's narrative and space for interpretation. To improve, I could have created a physical model, such as a 3D printed version of the Maya model.






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