Final RendersFinal assignment for modelling class. I had to design and build a room from the floor plan up, as well as create and show certain techniques. I created a symmetrical box, which I applied a custom texture to, and I created an eyeball which was procedurally textured in Maya. The snowman and chess set were from the previous assignments. Process Work
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For my final assignment in my Screen Based Practices module I had to map textures to a supplied 3D model, and then match the lighting of the backplate, as well as using the correct camera settings for the film gate. For the Bump map I adjusted the bump to 0.010 to give a slight indent to the texture. With the Reflection, I dropped the amount to 0.300, the the glossiness to 0.700, and the Fresnel IOR to 2.97 (this is the amount for Titanium, which I've used a lot in my other assignments) to give it a nice metallic sheen. Following the reference of the wooden tortoise to light this, I created two rectangle VRay lights, one with a warm temperature and the other with a cool temperature. This was probably the easiest assignment I've done for this module, and I'm happy with how it looks. For shading the car I asked one of my tutors to pick a colour, so that's why it's this colour. To create the glass I brought the diffuse down to black, the refraction up to white, and then the IOR was set to 1.3 (The setting for glass), and also brought the glossiness down to 0.600 for the front and back casings of the lights while the windows was brought to 0.9, so as not to be as frosted. For the mirror I repeated the same process, except the refraction was only set to a grey colour, but I turned off the Fresnel IOR. For references I took pictures of my granddad's car, which is an Opel Corsa, I'm not a car person so they sort of look the same to me. I did manage to find a Renault Clio DCI while out on a walk one day, which helped me figure out where the lights went i.e. the indicator for the rear is on the far side while the reverse light is on the inside. For this assignment I had to reference a 3D camera and match it to a supplied image. To start I created a poly plane at a 90° angle, then I created a new camera and called it RenderCam. I went into the attributes, and went to environment - image plane - create, and chose the provided image. Also in the attributes, I went to texture filter, and mipmap nearest. I was given the sensor settings of the camera so as to match the image. Which I put into the film back aperture. To have the plane match the image I applied a Vray material wrapper, assigned a standard Vray material to the base, and use the eyedropper to make it the same colour as the image. I also did this for the dome colour For this assignment I needed to create a box from reference but not connect any of the pieces, just have them grouped. I also needed to make one of the edges have a mitre angle.
For the edge with the 45° angle, I moved the verts and aligned them to one another following the grid axis. For the suit pieces, the club and spade were left next to the flat cubes while the heart and diamond were inserted and differentiated from the flat cubes. Spade - I created a cube and then moved the verts around, and added more edge loops. Club - I created three cylinders, delete the faces on the sides where they join, then merged the verts. To create the tail I extruded the bottom faces. Heart - To create the heart I used a flat cube, rotated it and moved a vert down. I then extruded the faces up and added edge loops to create the top shape, while using two circles for reference. Diamond - To create the diamond I made a prism and extruded the faces out. For this assignment I had to light and texture a given scene and textures, a coffee cup (its contents) and saucers, pancakes, cutlery, a napkin, strawberries, and syrup. The supplied textures had diffuse maps, and some had a reflection and/or bump. The syrup and the cutlery were the only things not supplied, which I had to create myself. To do this I looked up PixelAndPoly, and made adjustments to the numbers. The cutlery I based on Insomnia's, which is a dark purple plastic. To light the scene I created a VRay Dome and applied the supplied texture, I also created a VRay light sphere, and set the mode to temperature and the amount to 2,500K. I also had to use render passes to later comp the files together in Nuke. The first layer was for the objects and contained all the items, the light sphere, and the dome. The second layer was background which had the table, the dome, and the light sphere. The third layer was the shadow, which had all the objects (with primary visibility turned off) the light sphere, and the table with a use background material. This assignment required the use of the modelling tools to create the snow mesh and plane. To start I created a cube and squashed it down, I then used the foamy tool from the sculpting tool kit to alter the topology. I stayed in the smooth view for this, and use d the the smooth tool to reduce and sharp verts. For the snowman I created a sphere and used the foamy tool again. I followed my reference image of a snowman I had created, which was a great help in making the snowman look more authentic. The hat is an elongated cylinder with an extruded base. I did this as I wanted to make it look like an Aardman armature. ReferencesThe final render with full chessboard, and from different angles. I created an eight by eight poly plane, and applied the checker pattern. For the black and white colours I applied a Phong E material, then moved the diffuse, and colour sliders to different ends. In the specular shading menu, I adjusted the roughness, highlight size, and the specular colour. Modelling ProcessBishopContinued on from base, extruded up to create body. I set the edge loop tool menu to set it to multiples and for three to be added, and added another edge loop to the top and bottom. I repeated the same process as the pawn to create the top sphere, but pulling the verts out more and not having them as far up so as to create the squash. KingSimilar to queen process but with twelve subdivisions. To make the arch I created a simple cube, increased its scale, added some edge loops, and then added a non-linear bend deformer. I adjusted the curvature, low bound, and high bound to keep the bottom straight so that only the top part bended inwards. I duplicated this three times and merged them to a central cube. I then combined and merged these to the main mesh. - Cross; The cross is a cube with edge loops and extruded faces, then merged to the centre cube. - Spikes; I deleted the remaining eight faces on the body. I then created a prism, added extra edge loops, and used the multi-cut tool to combine them. Finally I selected the top verts and dropped them down to give a slope. KnightCreated a cube and changed subdivisions. I then extruded the faces up and out to create the horse head, and added edge loops for reinforcement to areas that needed to be more square. To create the ears I pushed the centre verts down, and scaled the rectangular shapes verts together. To combine the two meshes I went to mesh - combine, after snapping the verts together I merged the verts together. PawnI continued on from the base, which was different in scale, extruded upwards and scaled the mesh out to create the bulbous shape. Repeated the same process for the base and neck, and extruded/scaled up and out to create the spherical top. Deleted the triangles and used the multi-cut tool to bridge the verts together to keep everything as quads. QueenAdded two extra subdivisions to the cylinder for a total of ten. After creating the body, using the same process as the indents for the rook, I selected five faces and extruded them up, I added edge loops to keep the spikes rough. I created a sphere with eight subdivisions, which I combined to the main mesh after duplicating them. After snapping and merging the sphere verts to the sphere ones I adjusted the scale and height of them. RookSame process as bishop, added more edge loops to create indents. |
Synopsis3D work done in Maya. Archives
August 2019
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