Monday, 22 February 2016

Personal Project: Model and Texturing a Table



Within my own time I tried making a table I found on the Internet within Maya. Since I had made this after my telephone model I realised how much I had learnt and how much easier it was to model and create things within Maya. Even though it is a fairly simplistic model, I’m proud to think that starting this year I wouldn’t of had any knowledge of how to create this.

[Wireframe Mesh of Table]
[Close up of Wireframe Mesh]
[Smoothed Version of Table]
[Close up of Smoothed Table]
[Smoothed Table and UV Map]

With now knowing how to use edge loops I tired to make a high-poly model to try and achieve the detail on the legs. I used a wooden texture I found online and using the automatic UV function and small iterations to some of the polygon placement I was able to take it into Photoshop and then paste the texture onto the design.

[Textured Version of Table]




On inspection I can see how to the texture isn’t completely consistent around the model as well as some of the seams being visible, however I am happy I was able to this much without needing to much help. Overall I’m very happy with how my work came out considering this was the first model I made with absolutely no help at all.

[Textured Version of Table plus UV Map]


Bibliography:

http://pngimg.com/download/7002

http://bgfons.com/download/3734

BA1b Third Project: Advanced Modelling (Antique Telephone)



When it came to working on the telephone I wanted to do as best as possible. The lower half was done mainly in drop in sessions and I was able to get advice about modelling it while at the same time learning about edge loops, and how to correctly snap polygons together. The top half of the phone however was done mainly at home with a little help along the way. I’m very happy how the model came out and how much detail I was able to but in.



Each piece of the model was made individually. everything from the base to the cord was made individually and then put together piece by piece. This made the work flow fairly easy as i knew what piece would have to be modelled next and could work to it accordingly.


As I built the Telephone I was able to feel a sense of pride as I saw my mesh coming together and becoming one. On the down side of using this method i can see how this could says problems when it came to scale. If there are any other ways to make something like this other then making it piece by piece and snapping it together i don't know but i can image how if a person is constantly building and adding that scale can become an issue. However this can also be an issue for any 3D model and I don't feel like I experienced it while making this.




Although I wasn’t able to get the model 100% exact I am still very proud of my work. This being a high-poly model with all the detail put in I can say that I feel it looks like a real phone. For me the most challenging thing about modelling the phone was the cord. Even today I still find it confusing when trying to figure it out. 

[Un-smoothed Version of the telephone]
[Smoothed Version of the telephone]


There are aspects I would have liked to change that being bringing the dials buttons in and possibly some of the proportions of the lower half of the phone; even so I am very happy with this piece.
Some aspects of the telephone were harder then others such as the dial, cord, and minor details. Although I am finding using Maya more and more comfortable, when it comes to knowing all the shortcuts, little tricks and other such things to fully utilise the programme I am still a bigger; so making the dial and the cord, I still find such things difficult. As I have been using Maya more and more I’m finding that making more complex meshes and understanding how to break a complex shape down and creating a mesh modelling it is slowly becoming easier.

Close up of each main piece of the telephone:

[Wireframe Mesh of Telephone: Dial]
[Smoothed Version]


[Wireframe Mesh of Telephone: Main Body]
[Smoothed Version]


[Wireframe Mesh of Telephone: Stand]
[Smoothed Version]


[Wireframe Mesh of Telephone: Handle Holder]
[Smoothed Version]


[Wireframe Mesh of Telephone: Handle]
[Smoothed Version]


[Wireframe Mesh of Telephone: Receiver]
[Smoothed Version]


[Wireframe Mesh of Telephone: Top Half of Transmitter]
[Smoothed Version]


[Wireframe Mesh of Telephone: Transmitter]
[Smoothed Version]


[Wireframe Mesh of Telephone: Entire Cord]
[Wireframe Mesh of Telephone: Cord Close Up]
[Smoothed Version]

BA1b Second Project: Texturing


To texture something within maya first the UV's need to be separated into individual islands. To do this faces of an area (for example the top of the barrel which would be simple circle) are selected and then put through a planar map and then placed into the UV editor. To create a texture for a mesh all the UV Islands need to be flatten out and have a snapshot taken, and then loaded into Photoshop at the exact same size or it wont work. At this point anything can be painted on top of the UV Islands and when loaded back into Maya and placed on top of the mesh the mesh will display it. The simplest form of adding colour would be a Base Colour/Albedo map, this is because these maps are just basic colour, and no shading can be added as this is added through other maps later on.

When it came to texturing I found it very difficult; not only was I not used to using a non-destructive form of working but also not knowing all the Photoshop shortcuts to have certain aspects of layers visible through others, and for this I feel my texturing has suffered. I feel the designs I for the barrel were almost lazy and if I knew how I would have tried better. I am happy with how they came out however I feel I was expecting my work to look a lot better, and looking back on it now I feel I should have tried a few more different ideas.



Since the first barrel I was walked through how to do it, for the second I decided to try and make a cliché explosive barrel similar to old school games. I used the red to spell the writing and tried to create an oil covered metal surface for the barrel itself. I would have liked to add more detail however I didn’t know if I should being that Albedo maps are only flat colours. 



While doing a barrel in my own time I feel I could have done more honestly. I used the same techniques I had done for the other two, this time using darker browns to show age on the barrel as well as this time colouring the cork. Although I am happy with the final result, I would like to learn more tricks within Photoshop to create the texture maps more fluidly. 



[Light brown barrel Albedo Map]

[Metal barrel Albedo Map]

[Dark brown barrel Albedo Map]



















BA1b First Project: Lamp


For my first lamp (and being the first time I had ever used Maya) I can see many problems with it. I decided to leave these problems as they are for now to show how my skills with Maya have developed. The main problem being it lampshade is far too big for the base making it top heavy. Since this was made before I knew about edge loops and smoothing the lamp warps after the smoothing process. I am however pleased with how my first attempt came out.



[Model without wireframe]
[Model's UV Map]
For my second lamp I made I wanted to make a more futuristic version rather then just a simple desk lamp. Before I started I wanted to do a small amount of research this time and was able to find a mood board to give me some inspiration; I found this to be useful as it gave me some ideas and was able to model more comfortably.



I started to use extrudes and was slowly becoming more comfortable with the programme and slowly started to use it more fluidly. The lamp came out roughly how I imagined but after a session with my group where we discussed our work they gave me the idea to change the lamp into more of a security camera, and I am planning on modelling it in the future. Overall I am much more happy with how this lamp turned out then the pervious one, I still need to add edge loops in for smoothing but I feel it is much more of an improvement then the first lamp I modelled.

[Model without wireframe]
[Model's UV Map]
Within my own time I modelled a third lamp to test my abilities; this lamp being a Steampunk/Thomas Edison design to contrast against the previous futuristic style.  This lamp was very fun to model being a completely different shape to the previous designs. I used an image I found on Google and was able to model a version I liked.



The lamp had much more detail then the previous versions and it was interesting to test how much I could do. After another critique session I was given some pointers where the smoothing hadn’t gone so well and then went back to work on it. I was able to make the lamp a much more stable shape and am very happy with how it turned out after changing and working on the necessary parts.

[Old Model without wire frame]
[Old Model Smoothed-without edge loops]
[New Model Smoothed-with edge loops]
[Model with new edge loops]
[Model with new edge loops]
[Model with UV Map]
In conclusion I’m happy with how my first project at modelling came out. Although looking back there was much more I could have done, I am still happy how much I was able to do for my first 3D modelling project. I especially enjoyed modelling the Edison styled lamp, as it was different from the others and I was able to give more detail and a slightly more intricate design.


Bibliography: