Shark:
1, this is the basic module we built with
lecture in class:
2, click make the selected
object live to make the original module as the outline of the new one
3, create a polygon plane and extrude it,
change the vertex, and build a new one with better quality and more detail. Or
we could click
and chose “quad draw”,
then change the transform constrains to the basic shark and draw a new one, I choose
the second way. (The picture showed the first way because I use my old picture,
I forgot to print a new picture for this step.)
4, it looks like this when this step
finished.
5, smooth it as the torn bike.
6, open window – UV texture editor to edit
the UV, then click create UVs – automatic mapping and Maya would create a UV
map about the shark
7, cutting UVs, chose the fins and the main
body and move them with
button, then chose the
rest small fragments and click
to cut them in single
face.
8, chose the part of the main body and use
these
two buttons to reunion
these fragment, do the same to the fins.
9 finished UV.
10, on UV texture edit window, chose the
shark - polygon – UV snapshot, to export the image of UVs.
11, open the image with Photo Shop, and change the
reference shark image to match the UVs. (I also downloaded the bump map of the
shark and drew some scars on it.)
12, finished.
13, create a lambert, link the shark image
we built and the bump map to it, and assign it to the shark module.
14, mesh – mirror geometry, click the box
at the right of it then chose mirror direction to –x, apply, the other half of
the shark.
15, build the teeth and eye balls with
other polygons.
16, create a camera and set it and look
through it as the torn bike.
17, create lights, change the color to blue
to simulate underwater environment.
18, import a sea image to the rendering
camera as background.
19,
check render settings, batch render, done