Here is the final render for the spatula. I finished texturing the object and smoothing some of the edges (though, the object uses a lot of greys, which makes some of the textures difficult to distinguish from Maya's default gray). I plan to try some specularity mapping on part of it later on, but for right now I'm very happy with how it turned out. The mesh is in two parts (the handle and the grill/flipper), but I'll find a way to combine them into a single mesh later on.
This is the current state of prop #2, which is a golden feather (one of the game's power-ups). The texture was made specifically for the shape of the feather, but the texture was still fun to make. I was able to model the "stem" of the feather from a long cylinder and some well-placed edge loops. The more difficult part was making the feather itself (which it why it is the medium prop instead of the easy prop), but I was able to receive help in turning the curve into a polygon, using Maya's conversion tools, the fill hole function, and edge extrusion. I also had to use the interactive cut/division tool to turn the surface of the feather into quads, and the way the vertexes were placed on the object makes it look a bit like a cocoon when edges are visible. In order to finish this up, I plan to give a good texture to the "stem and" to add specularity and a normal/bump map to help it look much shinier and golden.


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