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Showing posts from September, 2025

Screenshots/images and outline of what you're working from which production bible and which team you're in

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 Peach tick: Current progress: Reflection on Modelling the Assets Topology and Modelling Process: The modelling process has been focused on translating the stylized 2D reference into a functional 3D block-out. The topology is currently quite simple mostly primitives (cubes, cylinders, spheres) combined and shaped into the larger forms of the vehicle. This is effective for blocking the silhouette but highlights the difference between flat line-art detail and the demands of 3D space. The biggest consideration has been maintaining clean, efficient topology while keeping the forms flexible for future detailing. Following the 8-side rule for pipes and cylinders has made it easier to keep geometry manageable and compatible with the rest of the model. Comparing to the Reference: The reference designs are very strong in silhouette, with lots of asymmetry and surface detail (wires, bolts, glowing panels). When brought into 3D, some of that stylization is lost, the shapes risk looking ...

8-side rule in regard to topology

  What is the 8-Side Rule: The 8-side rule is a guideline for creating cylinders, spheres, and other round objects with a base resolution of 8 edges around their circumference . e.g. A cylinder with 8 sides. A sphere with 8 longitudinal divisions. Pipes or tubes that start with 8 sides. Why is it Useful: Easy to Integrate : An 8-sided cylinder connects seamlessly to a box (4 sides) or to higher-resolution geometry (16 sides) with clean quads. Efficient for Games : Keeps poly counts low while maintaining enough roundness to read as cylindrical. Animation-Friendly : Clean quads deform better when rigged. Subdivision Ready : With subdivision smoothing, 8-sided base rounds out nicely without producing pinching or uneven edges.  How to Adjust Cylinders and Spheres in Maya: Create a Primitive Go to Create → Polygon Primitives → Cylinder (or Sphere, Pipe, etc.). In the Options Box , set the Axis divisions to 8. Adjust After Creation If you’v...

Reflective Journal

What Makes the Design Unique: The design stands out because of its mix  of mechanical and organic qualities . The body of the vehicle is built from block-like components, contrasted with its insect-like legs. The glowing details and unusual geometry give it a distinct cyberpunk/sci-fi vibe. The asymmetry between the body sections adds personality, suggesting this is not a mass-produced craft but a customized or cobbled-together machine. Examples from Commercial Media: This design language fits into a broader sci-fi/retro-futurist aesthetic. Games : Borderlands (scrappy, improvised vehicles), StarCraft (modular Terran machinery). Film/TV : The Mandalorian and other Star Wars spinoffs, many ships have pieced-together, utilitarian looks. Love, Death & Robots also explores stylized, modular sci-fi machines. Animation : Studio Trigger’s Promare or Cyberpunk: Edgerunners , where glowing neon details are embedded into hard-surface designs. Cohesion of Vehicle and Chara...

Technical notes, using the custom shelf

 How to Add to a Shelf: -Open a Menu Command : Go to the tool you want to save (for example, Mesh → Combine ). - Ctrl + Shift + Click on the menu item. This instantly drops the tool into your active shelf as a new button. - Drag & Drop Icons : You can reorder shelf buttons by middle-mouse dragging them. - Right-Click Options : Right-click a shelf button to edit its script, label, or replace its icon. How to Take Your Shelf Home: Your shelf is saved as a file on your computer, usually inside: Documents/maya/<version>/prefs/shelves/ Each shelf has its own .mel file (for example, shelf_Custom.mel ). To share or back it up: -Copy the .mel file. -On another machine, paste it into the same shelves' directory. -Restart Maya, and your shelf will appear just as you left it. How to Rip a Menu Off the Maya Interface: -Go to the top menu bar (e.g., Mesh , UV , Animation ). - Click and hold on the menu name. -A dotted line (or "tear-off" option) appears at the top. Clic...

Feedback round 2

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After the first round of feedback, I rounded out the corners of the basic shape of the machine as seen above and further built up the character of the vehicle. I didn't really get any constructive feedback regarding any changes to be made. So, this week I just kept building up the vehicle.

Feedback

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With the gathered feedback I have decided to round out the corners of my very basic shape of the vehicle to help match the concept art further. As I have a very basic framework so far it was hard for my friends to give me feedback on what I have.

Screenshots/images and outline of what you're working from which production bible and which team you're in

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  poster: Our Group is labeled PeachTick and I am working on both the Vehicle with another team member and the environment on my own