Thursday, February 5

3D Work Continues

A bit more stuff done (over two days as opposed to my planned one day - flippin' interruptions).




I've got rid of that ridiculous crease in the lower arse cheek after lots of messing about:


I think the lesson from that experience might either be "patience and effort pays off" or "build things better at the beginning and they'll be easier to work with later". The latter is a very common message in my reflection on everything I do, so it's probably the lesson here too.

I have discovered how amazing the 'soft selection' feature of 3DsMax is, as you'll see below. It makes building things which aren't square (like I'm used to building from my 3D playable Unreal Tournament level) much much easier. I find it's more 'artistic', I'll explain...


I think of it as... instead of "you, vertex, I want you there!", 'soft selection' says something more along the lines of "you, and those around you who wish to, up to about this point, can move a bit in this direction if you like".


Also if you deselect the object while the vertices are still sub-selected you can make pretty colours on the turbo-smoothed object. I call this pointless playing during a time out from proper work the 'rasta beenie hat' effect.



I've also now added the bones (but not expanded the fins yet), and controllers for the animation of the walk cycle:



So the geezer is coming along, but I need far more productivity from each session. Essentially I need to WORK FASTER.

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