Caitlin McGuire's profile

Assessment 1 - Prop Modelling - ACR103

KS CHOI TABLE
Table Top
With my cube selected, I used "Channel Box" to set the "Width" and "Height" values
"Edit Mesh" menu, choose "Bevel"
In the Bevel Options window, I set the "Offset" value but don't remember what to rip
Used "w" to adjust the newly created beveled edge.
Repeat steps for all edges of the plank of wood.
I repeated similar steps to create the two supporting beams under the table.
These will help me with planning the ratio for the legs. 
I then rotated the planks around to make them look uneven like the source image.
I struggled with these curved doodads on the edges of the two outer planks
Legs
for the legs I did kinda the same for them as the planks but i used the multicut tool to create these beveled parts
Brackets/Metal Fixtures
I chose "Deform" and then "Bend". 
In the Bend Options window, I set the "Curve" value until it wrapped around that doodad edge nicely
I did some fun little edge looping, cutting, and warping to make the little compass in the middle, which I struggled with because I wanted it to raise slightly in the middle like I imagine the source has. I cant fully tell but when I look at the source I think it raises slightly. I tried to clean up my overlapping edges but kept failing
Snapping the leg metal to the table was a bit annoying at first but i got it to work
I coloured the table and fixtures so it was easier to see the contact and placement, I legit just used the eyedropper tool on the source image to a close enough colour.
How I feel
During my Maya experience, I have received a variety of knowledge and abilities that have aided me in the creation of my 3D model.
One of the most significant lessons I've learned about Maya is the necessity of understanding the software's interface and features. The more familiar I am with the layout, the faster and more accurately I can produce 3D models.
Another important aspect of Maya that I've discovered is the value of having a thorough knowledge of 3D modeling fundamentals. Topology, shading, lighting, etc.. These concepts are critical for producing high-quality 3D models that appear realistic and convincing, something I am presently unable to accomplish.
Working with Maya has taught me the value of creativity and concepts in addition to technical abilities. Maya gives artists and designers a place to express their creativity and bring their thoughts to life.
Ultimately, I've discovered that Maya is constantly evolving software that needs a commitment to learn and adapt. With frequent upgrades and new features, it is critical to stay current with Maya's newest improvements.
As I progressed, I found it most difficult to grasp the concept of vertex and edge. I kept messing things up or clicking the wrong section, or another element was selected that I didn't see, which caused some awkward challenges to address after parenting objects together. Mostly the brackets on the top of the table. I set them together, and then i started moving them a little and then they were at different heights, and it was a whole mini mess for me. The whole time I was also really worried about my poly count. I just made it and didn't try to do chipping or anything to make it go over, as that stuff can be done with texturing.
Finally, my time with Maya has been really beneficial, teaching me a wide range of essential skills and information. Maya has given me the skills and resources to bring my ideas to life in a 3D realm, from technical competency to artistic expression. I'm looking forward to continuing my exploration of Maya's possibilities for artistic expression and creativity in my own time.
Assessment 1 - Prop Modelling - ACR103
Published:

Assessment 1 - Prop Modelling - ACR103

Published: