Monday 30 December 2013

Toy Car progress


I've mostly finished modelling, I just need to model the tape and a few other details such as the head lights. But I'm going to wait until I've finished texturing the main body of the car. There's not real reason for this other than the face that I don't need to model the tape first. I suppose it gave me a break from uving, which is nice.
Mesh
 Mesh with UVs

Monday 23 December 2013

Racing Car base mesh

I got the base mesh finished for the racing car (and most of the wheel)  after my second attempt. The shape of the front headlights is still pretty rubbish, but I’m not going to worry too much about that right now since I’m more concerned about how I’m going to reduce the density of the mesh along that edge. Cutting the mesh into sections may be a solution, but I think I’ll try and finds some models of similar cars that show the wire frame first to see if that gives me any ideas.

Saturday 21 December 2013

Out of the Box Toy - Racing Car


After placing front top and side images into maya I started modelling using curves that followed the main shape of the body like we were taught for the tron bike. This was a little tricky because the part with the lights sticks up above the main bonnet, which meant that I had to guess the shape of it to an extent. 
 

After lofting them into a polygon, I started to extrude around the bottom of the side. Then extruded inwards and up between the two wheel to model most of the side.


I then started to fill in the gaps between the top and the side. I had a bit of a problem getting them to join up neatly but I'm not too bothered as I intended to use this as a base mesh like I made for the shark.

I knew my reference pictures weren't quite straight and so I was already compensating for that while modelling. However I hadn't realised that the scale and alignment was quite as far out as it is until I started working on the front lights.



So I'm going to retake the images and make sure that I line them up properly this time. I'm also also going to try tracing the images so that I have actual lines to work from because I was finding it quite difficult to see the shape of the car once there's polygons in front of it. Then I'll see if I have to restart the model or not.

Sunday 15 December 2013

Character Design

Just wanted to share my character from the visual narrative project for this semester. I'm actually really proud of my work for this unit, particularly because everything had to be done by hand, so no photoshop. Colouring the environment was pretty painful because of this. And annoyingly I forgot to scan it before submitting it. So I guess sharing that will have to wait until after Christmas.

A little bit about my character
Her name is Kristina
she's a 16 year old living in Munich in 1930
she has the loudest shout in the world
she has large muscular forearm
and she fantasises about being a slave of Satan

I really want to know who came up with these... some of the other characters were crazy.

Anyway the image at the top is my character turn around, which is painted in water colours. We also had to make a plasticine maquette, which was pretty fun too.



Pipes




I haven’t added any progress updates in a while, which I’ll probably add tomorrow since I ended up spending this evening working out how to make pipes rather than spending time on my logbook.
I wanted to add some pipes to my podracer and trying to make them by extruding a polygon cylinder doesn’t seem to work very well. Seeing as I’m not in a class I decided to google different way of making them.


A lot said to make a curve and then extrude a nurb circle around it. This did work, however I couldn’t get the corners to look right. I think this is to do with my lack of knowledge of how the different curve tools work. I made the curve using the cv curve tool that we used for the tron bike and when extruding used snap to control points. I think the problem was that the curve points don’t lie on the actual curve and there isn’t enough of them.




Method 2


Using Bend deformers
create a cylinder and increase the hight divisions in the channel editor.
Go to the animation menu
create deformers > non liner > bend
adjust curvature in channel editor
this makes the bend in the pipe so extrude the edges for the straight parts.







edit
you can increase the number of control points on a curve by going edit curve > rebuild curve. However I found that it had to be increased to about 45 before the corners looked nice, but the extra edge loops on the straight parts can just be deleted afterwards.

I found using the bend deformer easier and quicker to get looking right, however I expect that the cv curve method would be quicker if you were planning to make a longer pipe with lots of corners.

Thursday 5 December 2013

Work from earlier digital systems lessons part 3 - Shark

Work from earlier digital systems lessons part 3 - Shark
shark lesson 1
making a base model means that you have to worry too much about the topology.
Start with a cube with  and shape to make top of sharks nose.
Extrude down to make mouth then back for the body.
Extrude out fins
image
Once the shape of the shark is finished, smooth the object twice
press make the selected object live and use the middle mouse button to snap vertexs of the new model to it.
image
Shark lesson 2
Uving shark
Delete one side of shark, the remaining half can be duplicated, flipped and stitched back together one the uvs are done.
Use create uv’s based on camera angle
Unstitch the fins and uv separately
use unfold to fix distortions created by using the camera angle.
Use uvref image to check for other distortions and that the normals are around the right way.
For front fin.
UV top and bottom separately using create uv’s based on camera angle
image
image
Texturing
image
Seams are difficult to fix in photoshop, so Lewis suggested to use Mari
I have a feeling that I managed to move the uv’s after taking the uv snapshot, which would explain this
image

Tuesday 3 December 2013

Shark

I realised I hadn't posted up my shark at all. This is actually version 2 of it as my original one was so out of proportion and had kind of blobby fins. Still need to finish it though. I doesn't even have a proper mouth at the moment. Or eyes... Or teeth. And a shark isn't much of a shark without teeth.



Tron Bike progress

Besides a few details, I'm pretty much done with the modelling part. I was going to finish Uving it tomorrow but after looking at my shark and realising I had done a lot less of it than I thought, I'll work on that instead. I really am still far too slow at modelling.

Thursday 28 November 2013

Wednesday's lesson - UVing

Spent the lesson Uving a head for practise, I didn't finish, but it was definitely worth it because it makes everything that I need to model for this module seem a lot easier than they did before.
I don't know who modelled the head, it was just given to us by the lecturer for practising UVs.
 
For the most part it was just splitting the object up into flattish planes and using the uving based on camera angle. Then unfolding them as much as possible then stitching them back together. The ears, eye balls and the inside of the mouth and nose remain separate to prevent over lapping UV's.

Wednesday 20 November 2013

Podracer continuation

I redesigned my pod racer again. I'm actually happy with it this time, although now I'm just experimenting with adding different parts. Hence why the cylinder like shapes aren't attached, as I was just seeing if I liked them there.

I also started trying to make the engine look less like it's based off a portal gun. It isn't, it just looks like it. I changed the shape of the underneath part. It looks better up the other way, but I may just delete that part and redesign it anyway.

Sunday 17 November 2013

Tron bike progress

I had to redo the main body of the bike because the curves I had used we too uneven at the front of the bike, so it looked terrible even when smoothed. I also notice that the model was actually a lot more detailed complicated than I origionally thought, and so also had to take this into account when remodelling.

Saturday 16 November 2013

Work from earlier digital systems lessons part 2 - Tron Bike, lessons 2 and 3

After the second week

Class notes

Tron Bike week 1
File > Set Project > tron bike
Use the CV curve tool and revolve to model the different parts of the wheel.
Move the pivot point before revolving as it’ll revolve around that point
Lofting- for tron bike main body
Follow the shape in the side view with the cv curve tool
Duplicate and move the curve so that it follows the shape of the bike.
Select these curves and use the loft tool to create a polygon.


Tron Bike week 2
Fill side of bike using append to polygon tool
Add horizontal edge loops and shape around wheels

Cutting out parts for wheels
Duplicated and scale to -1
Join the 2 halves together using merge edge tool
add edge loops and cut of parts of frame


UV mapping
assigning Uvref to object
in hypershade, select lambert
next to colour click on the checker board
click file and add image
select the object, right click on lambert > assign to object
select object
create Uvs > choose type of mapping
adjust in UV texture editor

Friday 15 November 2013

Podracer this week

12th November
Continuation of Pod racer
I just started to refine some of the shapes, for example the side part now curves with the main shape rather than being vertical. I also added a ring to connect the bottom part to (highlighted) because I was thinking that maybe the part underneath could spin.
Te bottom part still needs a little work, the shape is kind of odd.


13th November
Pod racer lesson 2
Due to my usb stick dying I decided to work on the pod. This was really hard, probably because I haven't really got a firm idea of what it should look like in my head.
I started with a cube, but after deleting multiple faces, I might as well have started with a plane.
I just extruded edges and then moved vertexes in the orthographic views. It ended up being a very slow way to work and I'm not particularly happy with the out come.

Monday 11 November 2013

Work from earlier digital systems lessons part 1 - The Table

 Modelling a table was really just to introduce us to the basics of Maya.

Notes from class
Create cube
Snap the pivot point to one of the top corners of the cube.
-Press insert
-move while holding v
-Press insert again
Snap pivot with the corner of the desk.
Scale leg till level with grid
Duplicate (ctrl+D) and move each leg to other corners
Change rotations to match

Edge loops are needed to retain sharp edges when objects are smoothed
Edit Mesh > insert edge loop tool


Curve Tool
create > CV curve tool
plot points on a 2D plane around the centre line
Select surface in the drop down menu
surfaces > revolve (the little square for the options)
-check axis being used
-Output geometry as polygon
-quads
-control points
Check for non-quads

Table after first week
For a first try I was fairly happy with this, however the table legs and scale really needs to be addressed and they really just don't work.

Saturday 9 November 2013

Concept City Street Project


Just wanted to post my two final images from my first module. The brief was to make two concept images of two different cities, one contemporary and the other historical. I chose Sibiu and Miami.

I loved this project and learnt a lot from it. I may have been pretty good at perspective drawings to start with, but designing urban landscapes was something that I really didn't have a lot of experience with. My use of colour has also gotten so much better. Before I used to use a lot of different bright colours and avoided both realism and restricted colour schemes because for some reason they always had a tendency to look muddy. Not a great look.

Anyway I can always say that I could have done better, but I'm actually really proud of these.

Friday 8 November 2013

Digital Imaging Lesson

This lesson was based around using photos as a starting point for creating character designs. This was done through photo collage, digital painting and the use of other tools in photoshop.

I found the photo I started with online, however because I never intended to post it and was only messing around with it in class I don't have the reference for it. But I'm pretty proud of it for 2 1/2 hours work..so yeah... perhaps being a little naughty here.

Thursday 7 November 2013

Podracer so far

Okay so maybe I didn't do any more. But like I said I would I'm posting my progress that I've made on my podracer.
I made the main part of the engine as 3 parts, an inside, a middle and an outside part. All using cylinders. For the rest I just started with cubes and extruded them. It's still pretty basic, no detail yet, but I happy with the over all shape. And considering that something when wrong with nearly every piece I think I did pretty well to get this far anyway. For example I forgot to reduce the number of subdivision down to 12 from 20 and by the time I realised it was too late to easily fix it. Other parts just went really weird when I pressed 3. I have a feeling it was because I was trying to extrude the edges around a face instead of the actual face.

Wednesday 6 November 2013

A new start and some rambling

So I told myself that I'd keep blogging after finishing my art foundation...That when well. And then for one of my modules for my degree I'm meant to be keeping track of it in a blog...Started that yesterday. I got the brief about 6 weeks ago, which shows how badly organised I am.

Anyway the location of that blog is http://rianeery.tumblr.com/

So yeah I intend to post that stuff here as well as stuff that isn't relevant to that project. I hope anyway:)

Why the second blog? Well do I really want my lecturers to see my art foundation stuff? No. Maybe I should delete it? Probably. But then I wouldn't have anything here and might as well have started a new blog. But then it's not like I'm active enough online for it too really matter. *sighs* The internet is not a scary place.

Anyway lets post some work.
At the moment we're building Podracers in Maya so here's my Front Side Top Bottom of my design

I kind of need to finish the bottom one and add detail, but I think that I’ll just do that on the model. I was getting way too confused drawing these as it was.

And here's a quick run through on how I set up my image planes
Create 3 polygon planes that are the same size and rotate them like so.
Create a different Lambert surface for each of them and assign the correct reference image to them.
Place each of them in there own layer and make the layer a reference so that it can't be edited.
-select the plane, right click on the layer and select add selected objects.

I haven't modelled a lot yeah, but I'll post the stage I got too before going to bed.

Friday 24 May 2013

Multiplying and final version 1 and 2

I started to play around with the idea of multiply blending track effect to increase the number of models on a page rather than using split screen.To start with I didn't like how it looked where they overlapped, but as the amount on the screen increases I think it actually has quite a nice effect.

 
I decided to use this as a bases for my final piece and so experimented with the amount of tracks and the amount of time between when each of them started. I also decided to have the first model go across the screen all the way through so that there was some variation in speed. 
At this point I also decided to re-edit the colour corrector (secondary) track fx because as the number of tracks increased the darker the part missed in the mask increased.

Version 1


 Towards the end there are quite a few times when the screen flashes black. This really is annoying and so was removed in version 2 (accept for the one I missed). I also speed up the later models because I felt that the difference between the first and them was too great.
Version 2 quarters




Wednesday 22 May 2013

Green Stop Motion 3 split screen


I decided to split the screen up because I was thinking about security cameras and because I wanted to add more movement. I quite like having the screen cut into quarters with the videos starting at different times.  I particularly like the in and out feel to it. However there isn't enough time difference between the top two clips, which takes away so of the randomness to it. It makes it obvious that they are the same clip starting at different times.
Although I felt that the top two being too similar was a problem I also thought that they worked quite well together and so I re-edited the video so it was just the top two.

Monday 20 May 2013

home print animation as a multiply layer

Just experimenting with having part of the home print animation over the green animation. On the right I've added vegas' TV simulator effect and the one of the left is without. Besides the one on the right being noticeably darker there isn't much obvious difference without full screening it and even then I doubt you'd be able to tell if they weren't next to each other.

Home Printer Animation

I used the series of images below to make this short animation. To an extent it reminds be of fast forwarding videos, which makes the black blob rather creepy because in this "fast forwarded" time it never moves.
This series was made using an old printer and following a process of printing the image, scanning it and then printing the scan so that the quality degraded each time.

Sunday 19 May 2013

Green stop motion full

The full version after basic editing.
I went a bit overboard with lightening the background, which resulted in the parts of the background that weren't included in the mask looking particularly speckly. This is most noticeable around the shadows under the model. I think I can add key points and edit the mask to each to fix this but I haven't tested this out yet.
I also think that the time between each model being on screen would be better if it was longer.


Saturday 18 May 2013

Green Stopmotion

 These mini models were based on the idea of degeneration and the previous series of images. Although instead of the quality becoming worse, they're becoming more complex. Sort of like evolution. I wanted to have them change into the next one on screen, however even if I knew how to do this I doubt I would have time. So instead I decided to make them walk on and off in a series, preferably one moving left right and then next right lest, so it was like it was changing off screen. However because of how they were made I had to film them all walking the same way.

None edited
Only the image size was changed between taking the photos and making the stop motion.

After editing in Sony Vegas
- levels
- colour corrector (secondary)
- flipped horizontally

 
After managing to remove the yellow tinge from the background I did manage to get the background to look more even than this. But it looked kind of odd because of the colours on the model flickering so I changed the settings to allow some of the dark patches to appear in the background. These were issues to do with the lighting and camera and I would probably have to edit each frame individually to fix it.


Wednesday 15 May 2013

Degeneration image sequences

These are screen shots from the copy of copy videos showing the reduction in quality after each copy. So the top image is from the first copy, the second from the second copy and so on.
The first one uses roughly the same frame each time.
This one starts from the beginning with each being about two seconds after the previous.
The top one does a better job at showing the changes in quality and also the changes in colour. And although I prefer this one, you don't get the sense of movement that can be seen in the second one.