Sunday, May 29, 2011

Week 5 Lab 2 (Textured Cylinder)

Outcome of Textured Cylinder


The steps are:

Step 1:
Create a cylinder polygon.

Step 2:
Create UVs > Planar Mapping

Step 3:
Highlight all faces except for the top and bottom.

Step 4:
Assign new material > Lambert
Insert image given in OLIVE and press 6 in order to get the picture to appear on cylinder polygon.

Step 5:
Edit UVs > UV Texture Editor
Change both the cylinder and the image on the texture editor to UV mode.
On the texture editor, highlight the points at the bottom of image.

Step 6:
Move the points upwards in order to remove the plain blue color and just get the image printed on cylinder.

Step 7:
Change it back to object mode.

Step 8:

Assign new material to the top and bottom of the cylinder and we're done !

Saturday, May 28, 2011

Week 5 Lab 2 (Textured Cube)

Final Outcome



The steps for making a textured cube.

Step 1:
Create a cube polygon and resize it.

Step 2:
Change it to 'face' mode so that only one side of the cube.

Step 3:
Assign a new material to it, that is Blinn.

Step 4:
Add image given on OLIVE onto one side of the cube. If image does not appear, press 6 to display texture.

Step 5:
Edit UVs > UV Texture Editor

Step 6:
Change the cube to "UV" mode.

Step 7:
Click on the points which you wish to move and move it to the image that you want.

Step 8:
And this is the texture that I want it to appear on my cube polygon.

Step 9:
Change it back to object mode and try to do the same with the rest of the faces. Can also use different images.

Sunday, May 22, 2011

Week 5 Lab 1

1 + an active NURBS object = display wireframe smoothness,
or Window Attribute Editor->NURBS Surface Display->Curve Precision 3

2 + an active NURBS object = display wireframe smoothness,
or Window Attribute Editor->NURBS Surface Display->Curve Precision 7

3 + an active NURBS object = display wireframe smoothness,
or Window Attribute Editor->NURBS Surface Display->Curve Precision 15


4 - Wireframe

5 - Lambert (Hardware shading)

6 - Textured Material (2D/3D texture)

7 - Lightings [Directional Light > Sunlight(Background)]

8 - Paint effects

"Render" to see the image after adding texture or else object can't see clearly.

Window > Rendering Editors > Hypershade

Select 3D texture,drag lambert and then drag texture to ball usign MMB and select 'color'

Saturday, May 21, 2011

IN3D Project 1 (Story, Shape, Design)

Story



A rat named Mickey was racing around a track on a mousetrap car. While he was concentrating, he accidentally turned to his right twice and saw a beautiful doe cheering for him. He lost his focus and stopped the car.

Mickey walked out of his car and stared at the doe. He couldn't get his eyes off the doe and so he approached her and asked for her name, she looked down and smile. "My name is Minnie", with a soft sweet voice. Mickey fell in love with her ever since then.

Mickey and Minnie have been dating for two years now
and one day, they went out to celebrate Valentine's Day. Minnie thought her boyfriend had a surprise for her on the special day but Mickey did not even remember that it was Valentine's Day. Mickey did not know that his girlfriend was expecting something from him.

They were walking by the track and talking all night long. Two hours later, Mickey was still talking and that made Minnie really disappointed. Minnie just kept quiet throughout their journey home. Mickey tried making Minnie laugh but it did not worked and that was when Mickey realised that Minnie was acting weird. "How can I forget, it's Valentine's day !" Mickey suddenly remembered.

Mickey walked Minnie to her door and kissed her forehead. He then rushed to the nearest couple shop and bought her an 'I Love You' cushion. Minnie received a shocked text message from Mickey and ran back the last place they went, at the track. The moment Minnie reached there, she saw a red carpet and candles aligned in a straight row. She was astonished. Mickey was on his knees and looked into Minnie's eyes and said "Minnie, my dear, I will always love you no matter what happens. Everyday with you will always be a special and memorable day for me". Mickey stood up and gave the cushion to Minnie. The track was where the story of Mickey and Minnie began.

Shape

After drawing out the components of Mickey, I decided to split it into 9 parts:
Head - Sphere, Cone
Nose - Sphere
Eyes - 2 Spheres and 6 Cones
Ears - 2 Cylinders
Arms - 2 Cylinders
Fingers - 3 Spheres
Body - Sphere and Cylinder
Legs - 4 Spheres
Feet - 2 Cubes and 2 Spheres

After trying out the previous exercises, some of the techniques that I will apply is:
Bevel - The feet as I'm using Cubes and I do not want it to have sharp edges. And also the cylinders.
Extrude - Extrude out fingers before adding spheres.
Align - Align parts of the body so that both will be at the correct positions. Like the ears, hands and legs.
Revolve - The cone-like shape of the nose.
Blinn/Lambert - Adding colours after everything is done !

Design (Pictures/Wireframe sketches)

Front and Back view.




Left/Right Side view


Top and Bottom view


Wireframe Sketches

Wednesday, May 18, 2011

Track Modeling

This is the final outcome of My Washboard.


This are the steps done:

First and foremost, create a plane polygon on the grid with the attributes given.

A plane polygon is place on the grid.
Assign new material > Blinn and add the image outline.jpg in. 'Smooth Shade' and 'Textured' must be turned on in order for the image to appear on the plane. I have to normalize the UVs so that the image will be at the center of the plane.


Go to Mesh > Create Polygon Tool to start plotting the points of the image. The method of the plotting is shown on the PDF file.

Turn off the visibility of the image to view the points drawn. The drawing of the track is flat on the grid, so, rotate it such that it looks like it is standing on the grid.

Extrude the track to expand so that it looks longer.




Add another 2 edges and select 2 faces and extrude it downwards. After extruding it downwards, select the new face that was created and extrude it out.

Use edge tool to select the 2 small edges if the outer new polygon and bevel.

For the tracks to have a nice curve, select Create Deformers > Nonlinear > Bend


My Reflection when developing the Track:
The basic tools plays an important part. Edges, faces, extrude and more. As I do the exercises, I find that Maya/3D is so much fun. I was struggling when reading the track modeling instructions for the first few parts but then I realise that I was reading and following the instructions rather than understanding it. So I redo the whole track by understanding it and applying the methods I've learnt so far. And yes, it is so much better and so much fun ! :)

Modeling the Washboard

This is the final outcome of My Washboard.


This are the steps done:

The width of the glass is divided into 17 segments.



Change to 'Edge' and select the interior edges.
Bevel the edges then change to face mode and extrude.
Pull out the highlighted parts.

Bevel the highlighted parts.

Created a top panel and the top header with the attributes given on the PDF file.

Align the top header and top panel using the Align Tool such that the header is in between the panel.

Create another cube with the attributes given call the top stringer.
Duplicate the top stringer and rename it as the bottom stringer and move it at the bottom of the washboard. Align them in order using the Align Tool.




Complete the washboard by creating another cube called left_leg and set the attributes given.
The left leg of the washboard has to be aligned and placed under the top header,centered height-wise. Duplicate the leg and place it on the right side. After everything are put in place, bevel the top header, both stringers and both legs.

Finally, add colours to the washboard.


My Reflection when developing the Washboard:
Before trying out the washboard, I looked at the image and I thought it was hard to do because of the ribs but after trying out, I find that it was actually quite easy to do. The PDF file is also easier to understand. Face and Edge Tool plays an important part in developing an object.