Friday, 29 August 2014

Once the car was textured and everything I put in a physical sun and sky as my light source and it was discovered that the issues with the model itself wouldn't allow me to make the turntable camera animation so instead I used a low stationary camera angle. This allowed me to display the car in the best light as it turned around. I animated the wheels to turn and the door on the side without the bullet holes opens to show the inside of the car.

The light was angled in a way to make my render appear as if it were in sepia tone which gave a vintage look to the vehicle which in my opinion suited the aesthetic of what I was trying to create.

I also imported a floor which is a simple dark blue almost black plane underneath the car and a large dome with a black and white cityscape makes up the sky.

I then rendered the scene and then a wireframe version to show the model itself without the textures. I put it all together in After Effects and put the song Cherry Bomb by the Runaways in the background.





The texturing was probably the longest part of the whole process. This is probably because I couldn't decide which colour was going to look best with the bullet holes and the tyre designs I had picked. In the end I went with red because it seemed to look the best when applied to the model. My other choice was to make the car white but it clashed with the white on the tyres and made the car look too clean.

Crazy Bump was used to create a Normal Map and a Specular Map. This made the process much easier as all I had to do was load the Targa image of the Colour Map into Crazy Bump which would then generate the maps for me and I would be able to manipulate them the appear the way the I thought was best and if I changed my mind it was easy enough to change it by reloading it into Crazy Bump again.

The smaller details were painted on or cropped out of stock images. Textures were used for some parts but in general were not really needed.

For windows I simply painted them grey on the colour map to give it a dark tinted window appearance and then I painted my transparency map on two different layers. A black filled layer and a layer with white painted on it for the transparent parts. This only covered the windows as those are the only parts of the vehicle that are transparent.





The modelling for my vehicle was confusing to me at first. The design I chose is different from the final product but the final model is very much inspired by the 1930's coupe design model. I started with a basic cube cut it in half then did a duplicate special on another layer that would be mirror whatever work I did on one side to the other therefor making my model symmetrical.

I smoothed down the sides over the wheels and neglected to fix the rest of the body to compensate for the large number of edges of certain polygons. While I did not have time to fix this before the submission date for the assignment I will however over my break be re-doing the model from scratch and may even upgrade it. I am passionate about improving in my 3D modelling as that is what I'm studying for.





Saturday, 9 August 2014

I've been tasked with doing a 3D model of a vehicle. I've chosen to do a vintage car as I've always been fond of vintage cars.

The research I've done includes looking at various models of different cars and the ones I liked most were the coupes from the 1930's. The car below is what I am using as a guide when modelling the vehicle. It has the basic shape of the car that I want and contains all the necessary views needed for a model sheet. 

Taken from: http://carblueprints.info/eng/prints/delage/delage-d8-ss-sedanca-coupe-1933
The model will look a little different and I plan on using small details when texturing to really make the vehicle stand out as the model itself will be fairly simple as I'm limited to 5000 tri's for the model. 


Friday, 25 July 2014

For the treasure chest project I did some research as to what kind of treasure chest I wanted to make for the scene. Of course when doing the research I had to keep in mind the style of animation and the way the scene will play out when looking for different types of treasure chests. Here are some of the images I used to inspire the treasure chest I made.





With the animating done I finally got to move onto rendering. I had an idea of what the final render would look like when played back from watching the playblast of the animation. However to see the full animation rendered in 720p and with all the lighting I had put in played back made all the work worth while.



I did one full 720p render and a partial 720p re-render for a part of the animation where I had made a mistake. It took many hours but it was in the end worth while to see all the work paid off. After the render was done I put the project into After Effects and added the sequence of 300 frames that I had rendered. I then put my name and student number at the end for a few seconds (part of the assessment).

Here is the final product:


In class we started the scene assembly where we imported the assets for the scene and started animating the camera, the lighting and the assets within the scene with the exception of the chest.
We were provided with a basic chest which we animated around and I used this scene for my final animation and I put my treasure chest in it and added a bit more to it.



I duplicated the sand used as part of the background and I scaled it down so it would sit in the top of the chest base and then I covered that in gold coins. This made the chest look full and any gaps seen between the coins would be yellow anyway.




I have two crabs in my scene. One that comes out from behind the chest and stands in front of it 'clicking' its claws and another that stands on top of the gold in the chest when it opens holding a gold coin in one claw in the air whilst 'clicking' the other claw.



For the shells and the starfish I simply scattered them down on the board and had them rise up from it after it opened up. I animated the trees in a similar way making them 'grow' up from the board fairly quickly and all at the same time. The grass I used to surround the board however I left it stationary as part of the background rather than animating it.



 
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