Spine model

Continuing working on my synoptic project, I have been working on a model of the skeleton spin with ribcage. The model was rather complex to make. I started of making a cylinder polygon and duplicated it to make the outings of the spine. This is where I made my first mistake since I didn’t UV unwrap before I started duplicating the cylinder models. When I realised that I should have UV unwrapped the cylinder, I had already made a lot of the model so it would have taken to long. I made another cylinder model to connect the separate cylinders so the spine would go in and out; however, Booleans union hadn’t worked properly so I had some unnecessary faces remaining. I added the small details to the spine before working on the ribcage. I used the create curve tool to make a separate cylinder poly to make the round rib cage and extrude the selected faces of the model. I deleted all by type history and deleted the curve before combining the models and connecting the edges.

I could have just use “Mesh” combine to attach the round curve outings of the rib cage to the spin and chest area of the rib cage but I wanted the ribcage to have a nice and smooth connecting to it. I kept altering between the regular mesh and the smooth preview that you get when pressing “3” on the keyboard with the mesh selected. Pressing “1” puts the mesh back to the regular preview.

I had deleted half of the model then  started to work on the UV unwrapping so I could mirror the polygon which would also mirror the UV map so the same texture would appear on both halves without taking up the space of the memory to apply the texture to the full model if it wasn’t mirrored.

spine and ribcage renderSpine and ribcage wireframe

Spine UV


Sniper rifle model

Outside of my synoptic project, I have had a personal project where I make a high poly model of a sniper rifle. I have been working on this model for a rather long time  as I have had other works to focus on such as the imagined worlds project, synoptic project and various other works. This model contains 18,474 verts, 37,518 edges, 19,154 faces, 36,708 tris and 35,950 UV’s. It’s the highest poly model that I have made to this point.

Sniper rifle render 1


Sniper rifle render 2


Sniper rifle render 3

Here are some renders of my textured model that made within Substance Painter. I had also rendered the model within Substance Painter using the Iray mode. I think that some of the textures look a little odd which is most likely because I used automatic to layout the UV’s for quickness.  I think that I should have made different texture files onto the model so the UV’s could be more spread out to allow more detail into the model.

Sniper rifle wireframe render 2

In terms of the model itself,  I think that I have done a rather good job at it. My models aren’t usually this high detailed as the poly count is usually much lower than this. I believe that the main flaw with the model was the UV unwrapping as I wasn’t exactly sure how to break it up so i used automatic for quickness. I think that if I broke up the model textures ti individual sections then the textures would look better.

Creative and technical model Submission

This blog is a submission post for the creative and technical model project that I have been working on.

C&T Model submission

I had a rather comfortable time making the concept art for the model as well as modelling it.  The basic shapes makes the toy like look work, it’s not too complex but enough to make it work.  Bevelling the high poly model  to add extra detail into the model whilst giving the low poly enough detail to make the basic model template to work.  I had complications on the later aspects modelling. Parenting, baking, and texturing the model.

I had named each individual parts of both the low poly model and the high poly model, 66 separate model parts for each complete robot model. The low poly model was UV unwrapped and grouped in to different sections which  contains their own UV group; the head, body, arms, leg and battery with wires. I had cleaned up the model before laying out the UV’s. I had to be sure that the names of the individual models on the high and low poly matched up for the baking process. Then I needed to parent each of the parts together so that I can animate the body parts in a group when moving one part then move the child parts without affecting the parent. I had to import the model into Substance Painter for baking and texturing and this is where I started having issues. For some reason, the thumbs seemed rather shiny so I tried to see what might be causing the issue. I checked and the entire right arm was rather transparent for some reason.

I had made sure that the names where matched, duplicated and mirrored the left arm so it matched, made sure that there wasn’t anything wrong with the model itself but nothing seemed to work. I decided to try to ignore the issue in hopes that the texture would work properly on both arms since they were duplicated. This did end up working once I imported the textures into Maya and both arms where fine.

I was also having some difficulty rigging the model for animation purposes. Only the knees needed rigging  really so that it would be easier to animate bending the knees. I don’t think that the arms needed rigging but I thought that it would make animating easier which it ended up being a rather of a challenge to do since some parts of the model ended up being parented with the wrong object and having some trouble parenting the joint with the object.

Next time I create a high to low poly model, I should remember to rename the model segments once it has been set and before I create the next polygon for the model. I also need to be careful in case I accidently duplicate polygons and make sure that everything is parented correctly. I should be sure to remember of UV unwrapping as soon as a limb is made  and duplicate it when I need another.





Creative and technical model

At the current point of time, I have been spending a lot of time working on my robot for the creative and technical model which is also part of my imagined worlds project. It has been a rather difficult process to try to get the robot model looking how I wanted it to.

Arm UV map

First of all, I needed to sort out the UV map. The image above is the UV map for the robot models arm. I had used “automatic” to unwrap the UV’s which can be found in the “UV” window. I clicked on the “mesh” tab then click on “cleanup”  option which cleans up the mesh. Then I went into the UV map and clicked on “Polygons” tab and clicked on the box next to “Layout” and changed the packing resolution to 2048 with the “Pack Together” option ticked.  I have mirrored/duplicated the arm so this UV map will apply to both arms and the textures will work on both. I have used this method for the legs as well and the body and head ahs its own UV map. I have given different segments of the body their own UV map to make texturing easier.

Next, I had to parent each part of the low poly model to the correct limb (finger to the lower arm then lower arm to elbow, etc.) by clicking on that limb, hold shift and click the part that it is being parented to and press “p” on the keyboard. Parenting objects together allows you to control one object and affect both the parent and the child. Say if you parented an lower arm to the upper arm, if you rotate the upper arm then the lower will move with it. Similar to the combine mesh function only if you select the lower arm, you will control it separately and rotating it around won’t affect the upper arm.

I also had to name each model part of both the high and low poly models (head, body, legs, shoulder, arms, etc.). Both models needed to have the body parts’ names match with the only difference being that the low poly model parts had to end with “_Low” and the high poly ending with “_High”. This is necessary for baking the high poly model onto the low. Both models had 66 parts to name so I had to rename 132 body parts to rename overall.

Hierarchy shot

Once that everything was sorted, I applied different lamberts to the different group UV and renamed the material to the section that it would texture (this is just to separate the UVs in Substance Painter so grouped UVs such as the arms only have the arm UV, etc.) I selected the model and exported it as an FBX, ready to import into Substance Painter.

Substance painter shot

The image above shows my model in Substance Painter. As you can see that there is 5 layers which allows me to select and texture each group parts and hide parts such as the body so I can see and texture any parts that inside that model such as the wires and battery. As you may see, the robots right arm is rather transparent in Substance Painter, I’m not sure as to why it is like that and I have tried; making sure that the names are matched, mirroring and duplicating the left arm and making sure that the UV maps where laid out right and nothing seemed to work. I decided to leave the arm be and texture the model. Since the right arm is a duplicate of the left, I had hoped that the right arm wouldn’t be affected when I apply it back into Maya.

Baked screenshot

With my model baked, I then moved on to applying textures onto my model. I started by adding fill layers on my UV and changed the colour so my model colour looked like how I would like it to look then right clicked on the fill layer and added a black mask on it. This allowed me to select the fill tool and apply the colour onto the UV that I wanted it on by clicking on the UV. Then I created a normal layer and selected the brush tool which allows you to paint on the model. I clicked on the “alpha” in the brush settings and search for “dirt” and clicked on the dirt brush that I liked along with changing the colour to make it look more like dirt.

Textured model shot

Textured model shot 2.PNG

Here is my model after I textured it. The right arm is still rather not working properly. I then decided to export the texture file. I went onto the “File” tab and clicked on Export textures.

Export menu shot

This menu loads up and I edit the settings so that the texture files go where I want and change the configurations to where it is I want to export the textures to. Since the textures are going to be imported into Maya, I selected Arnold 4 (AiStandard). To finish the process I clicked on export.

Going back to the low poly model, I need to apply the textures which requires Arnold plug in. Arnold may not always be activated so if Arnold doesn’t show up in the tab.Arnold shot Then you will need to go on the “windows” tab, select “settings/preferences” and click on “plug-in manager”. After this, scroll down to “ATFPlugin.mll” and tick the boxes for it. Then I applied a new material, clicked on “Arnold” and selected “Aistandard”. Then I needed to apply the texture files to the material by clicking on the  black and white square logo on the parts that require that file such as the file the has diffuse in the name to the diffuse colour or the file ending with normal to the bump map option. I needed to apply the material to each grouped body part sections to the textures so it wouldn’t mess up and the textures would go in the right place.

Texturing shot

Robot texture shot

The battery texture I had to take a UV screenshot an texture it through Photoshop since I couldn’t manage to apply it in Substance Painter. I wasn’t sure what I was doing wrong so this seemed to be the best way around it. The next stage was rigging my model. I mainly rigged the arms and legs so that I could us the IK handle to make animating the arms and legs easier. I created joints tin the arms and legs  then constrained  using a pole vector before creating an IK handle and moving it so a position that the knee will bend.

rigged bot



Self Assessment

In my Imagined Worlds group project, I am required to make the model of the robot which is the main asset in our animation. I am also required to texture it, rig it and animate it. I have created some concept art for this model before setting on making the model.  I have managed to make the low poly and high poly models; however, that is as far as I have gotten due to having some issues using the curves tools as well as naming around 66 body parts, parenting parts together and group along with setting a UV map layout for a set group of body parts.

In order to complete my task, first, I must import the low poly model into substance painter so that I can start to back the high poly model onto the low poly. Then I can start texturing the model. Once that is complete, I can apply the texture file to the model in Maya and start to work on rigging the model so that I can start to work on animating it.

In order to complete my work, I need the other assets models from my team mates so that I can get my model to animate around the environment as well as interact with some of the models. I need objects such as the table so I can animate it laying then getting up when the boy is finished making the robot.

Looking at my low poly (left) and high poly (right) models, I think that it has a toy like robot look right. The issue I had with tris has been fixed so there are only quad polygons in the model. I may need to figure out how I am going to animate the eyes since I think that it will be texture animated instead of having a model animate. That will be something that I will have to look into. I think that the main issues that I had making this model has been fixed such as naming the body parts and parenting everything.

I could look into some tutorials to see how I could get textures to animate as well as any substance painter tutorials that may help improve the look of my model.

Mechanical Bonds

I am working on a group project called Mechanical Bonds. This is part of our Imagine Worlds project. Me and my group are working on a 3D animation showing the relationship of a boy and a robot over a period of a 30 second long animation. I am currently working on modelling, baking, texturing, rigging and animating the robot. At this current point I have made the high and low poly version of the model that I will use for the animation.

Robot low poly shot 1

Robot low poly shot 2This is the low poly version of the robot model. I have applied different materials to different  parts of the body. The UV’s of the sections in one particular colour have been grouped and have the UV map layout together. So the right arm has its own UV map layout to make texturing easier along with the leg and main body having their own UV map layout. I have also parented the body parts together with the main body being the main parent and named each individual section. Around 66 polygons that I had to name individually.

Robot high poly shot 1

Robot high poly shot 2

These are my high poly models of the robot. I have added more detail by extruding some of the faces in and bevelling some of the edges. The quality of my model and research has been reviewed by another person to get their thoughts on my model, areas of improvement as well as my research into making the model.

Peer Review. This is the review that was made.



Substance Painter practice

Within my current lesson, I have been trying to get to grips with Substance Painter. Substance Painter is used to texture 3D models more easily than other software’s such as Photoshop since both the UV map and the model is shown so you can see how the model looks whilst working on it.

Turtle screenshot

This is the image of how my go at the turtle model currently looks (the model was provided, the texturing I did to get to grips with it). I started off colouring the shell with the polygon fill tool. This tool can be used to fill the entire part of a model (which is useful when wanting a part to just be on colour like a white shirt) or have use UV fill to colour as you may see by the turtle’s shell. you need to create a fill layer for the fill tool to work however.

Layers shot

The fill layer also allows you to add a black mask to the fill tool. A mask makes the colour not appear. There is a slider that affects the visibility of the colour, white means that the colour shows on the model and black resorts the model to its original colour.

The UV fill allows you to fill the UV shell in so to it gives a part of the object the colour that it needs to be filled on the map to the right. Polygon fill allows you the select and fill in polygon faces of the model.


You can also change the amount of light reflection on the fill so that they will have a metallic or plastic look with high light roll off to bounce off and make it shiny or  make it look like more cloth with less light reflecting off the object. You can also apply materials on to the object, so you can apply textures to make the object such as the turtle shell have the wood texture to make the shell wood. You can download materials off the internet and import them in to use. You can also apply logos onto the model. There are some logos already available but you can download and install more. The best part is that you can apply the logos to the model itself instead of the UV (which you can still do) which makes applying logos more easier to be precise with.

Substance Painter is a better option for texturing compared to other programs such as Adobe Photoshop simply due to the fact that you can see the model in real time whilst texturing so you can see if the logos are in the right place, if the colouring is correct, how it looks and change it where needed rather easily.