Week 2 - Communicating in 3D - Marcus Spencer
Reflection on Modelling
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Focused on making it clean with quads and edge loops for smooth deformation.
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Used reference sheets to match proportions and key design details.
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Compared to the bible, the 3D model captures the stylized proportions but I took some creative liberty to make some changes as well.
What’s Working Well
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The legs look good, realistic with the smooth mesh enabled.
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Overall silhouette reads clearly from all camera angles.
Issues & Solutions
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Difficulty importing 2D reference images into Maya = solved by asking team member for help
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Trouble connecting the legs to the body = added extra edge loops and adjusted vertices for a seamless join while maintaining quads.
Aesthetic Discussion
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Visual direction matches the playful, glossy look of the production bible.
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Stylized proportions translate well into 3D while keeping a “Pixar/Fortnite” vibe.
Opinion on Look/Direction
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Like the clean, toy-like style and bright color scheme.
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Ended up accidentally going for a more feminine build, but I like it so I'll keep going in that direction.
Next Steps
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Refine leg connection and smooth edge flow.
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Double-check reference accuracy for smaller mechanical details.
Technical Notes:
8-Side Rule in Topology
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Meaning: Keep major cylindrical forms (arms, legs, pipes) around 8 sides to balance detail and efficiency.
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Why Useful: Low poly which is easier to model and can be smoothed by the smooth mesh tool.
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Adjusting Cylinders/Spheres in Maya:
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Use the Inputs → Poly Cylinder/Sphere tab to tweak sides before freezing transformations.
- People said my legs look too squared, so I used the circularise tool to make them look more natural.
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