Wednesday, 21 May 2008


For the last part I made the steps and then added a material to it and for the beach ball.

I made it by creating a sphere and adjusting the size as necessary for the scene. Then clicked on the modify tab and increasing the segments to 50 or higher for a smoother effect.
Opened up material editor highlighted a new gray sphere, and opened up map and clicked diffuse then selected the image that I wanted on the ball.
I adjusted the specular level to 55 and glossiness to 20.

I then animated it by making a path and using the same technique in the roller coaster I made my ball fly over to the other side.

Sunday, 4 May 2008


The next part that I did was I created the sea again using techniques as the Noise and blending in 3 different materials together and also making a reflection of the background onto the sea using lights.

I started of by creating a sphere at a radius of 12 and changed the segments to 80. After this I went onto apply a modifier and I selected FFD 2x2x2 and applied it to my sphere, then I just simply flattened the sphere and made sure the points were actually touching each other. I went to the modify panel and the added a Noise to the sphere and again changed the values to the following:
  • Seed = 0
  • Scale = 100
  • Roughness = 0.405
  • Iterations = 6.0
  • X = 0.028
  • Y = 0
  • Z = 0.125
  • Frequency = 0.25
I again made sure that the fractal was ticked and the animate option was unticked.

I then clicked the animate key to start animating the noise so I clicked on the frame that I wanted to change, so at the end of the time line which is 800 I changed the following in the noise parameter:
  • Z = -0.227
  • Phase = 100
and measured the half way frame that was 600 and changed the following to:
  • Z = 0.29
  • Phase = 100
Now the next step was to create moving waves for this click into space warps > geometric-deformable > waves, now looking at the top viewport I dragged the wave onto the surface and then scaled the values as follows:
  • Amplitude 1 = 0.021
  • Amplitude 2 = 0.029
  • Wave length = 3.697
  • Phase = 32.1
  • Decay = 0.0
  • Sides = 11
  • Segments = 36
  • Divisions = 9
and then I aligned the wave to the surface and then linked the two.

Having the wave highlighted and the animation key on I then went into the last frame and in the parameters I changed the phase value = 34.5
You will see the waves moving.

I then added two omni lights to the scene to give it a real effect, this is as follows:

Omni A = multiplier: 0.3 the rest should be default and colour.

Omni B = multiplier: 0.1, the colour for this light will be: R:255, G:224, B:183, cast shadows "on" and lights positioned for a realistic reflection.

The materials that is put onto the sea consists of 3 blended materials that make the final one, so going int the material editor and then selected the first standard material and make it a "blend" material and naming it "BASE 1".

Now we have two materials and a mask, I then clicked the "material 1" button and renamed it "deep blue". For this material I used "blinn" shader and give it the following values:
  • specular level: 134
  • glossiness: 49
  • soften: 0.1
then I used a fall off map for the "diffuse" map and used the following colours:
use the following colors: A) R:0; G:65; B:67 , B) R:0; G:44; B:59
then I went back clicking the go parent button and on the bump button I selected smoke.
I then changed the parameter value:
  • Size = 8
  • Phase = 0.1
then changed the bump to 59.

In the same rolldown I configured the “reflection” button values. Here using the environment picture for the scene so it's important that the water material reflects this image.

I then changed the reflection value down from "100" to "71", and then went back to see the two blending materials and the mask.

Now I just copy the material the I made over to the second material by dragging it and choosing instance. I now edit the material 2 button, and rename it to "dark hole". The values that I changed are the following: Specular Level: 66, Glossiness: 38.
Then clicking the difuse and changed the fall-off colours to:
  • A) R:0, G:32, B:42
  • B) R:0, G:0, B:0
Now on the "maps" section of the material and I then changed the next values: Bump: -70, Reflection: 100, then clicked the "go to parent" button again.
For the mask of this material I have used a "smoke" mask, so I click the mask button and choose "smoke" from the window that appeared and changed the size value from 40 to 8.

I then animated by going into my material 1 (deep blue) options at the map panel finding the bump map (smoke) and selecting it, I then animated the "phase" value.

At the frame that I want to start my animation I want it to be 0.1 after that I changed the value for it, moved to the final frame at the time line and changed the value to 3.0

I then go into the "mask" options of my blend material; there I have changed the smoke phase values aswell.

Went into the frame I started my animation again I changed the phase value to 0.0 ; then moved to the final frame of my animation and changed the phase value to 1.0 and turned off the animation.

This first "blend" material is the base of the whole material, the other two blend materials are just to increase the realism on motion and colour. To create the second blend material, I picked a new standard material and turned it to blend material.

I then Renamed the material to "base 2". The next step is to copy the "base 1" material into the "material 1" slot.

Now for the "material 2" I created a new material. Clicked the material 2 button; there I had a standard blinn shader, and called it white and jwent to "maps" slot and clicked the diffuse colour map and made it "falloff".

The colour for falloff map will be:
  • A) R:180 G:189 B:192
  • B) R:255 G:255 B:255
Then I changed the bump map value to 75. Clicked the map button and selected "smoke" map.
I changed the smoke size value to 20.0. For the "phase" smoke material animated the values so went to the starting frame of my animation and turn on the "animate" button, then changed the value for the phase to 0.1. Then went to the final frame of your animation and changed the value to 5.0 and turned off the animation.

The mask for this material will be smoke.
Changed the values to:
  • Size 20
  • Phase value 1
Chose another new material in the material editor and made it a "blend" material and renamed it to "base 3". For the material 1 I have created a new material going into the material 1 options and renamed this material "foam".

This material a standard blinn shader, changed the specular level to 52 and the glossiness to 25; for the diffuse colour map chose "falloff". The Colour for it:
  • A) R:180 G:189 B:192
  • B) R:255 G:255 B:255
Then I changed the bump map value to -99. For this bump map chose a "smoke" map and just changed the size of it to 20 then returned to the base material by clicking the "go to parent" button twice.

For the Material 2 of this blend I copied the "base 2" material made before as an instance.
I chose the mask for this blend material. It was a "smoke" map again.

Selected "smoke", turned on the animate button and on the starting frame of my animation, changed the size value to 16.0 and the phase value to 0.1 then went to the final frame and changed the size value to 19.0 and the phase value to 5.0 and just inverted the colour of this smoke map by clicking on the "Swap" button.

Now I have created my sea.



Monday, 21 April 2008


After creating the the roller coaster I then made a sandy beach using another technique that was "Noise".

I created a simple box in the top viewport and adjusted the values and made the length = 207.107, width = 340.102 and the height = 57.868 and made all the segments = 5.

Now looking at the front viewport and having the box highlighted I then go into the the modify panel and select "Noise" from the list of modifiers and made the parameters as follows:
  • Seed = 9
  • Scale = 9.1
  • Roughness = 1.0
  • Iterations = 5.95
  • X = 5.42
  • Y = 19.281
  • Z = 27.919
  • Frequency = 0.25
I will also need to make sure that the fractal was ticked and the animate option was unticked as I did not really want the beach to be moving .

Now I would have a box that is squashed up and looks rough to look like a beach.
I then went into the perspective viewport and zoomed in at an angle to look at it to make sure it looks like a sandy beach.

I then went into materials and selected a map of a sandy beach that I imported from one of my research's that I did earlier in the course. I changed the Specular level = 72, the Glossiness = 10 and the Soften = 0.1, I made sure that the opacity was 100 and then assigned the material to the object that I made.

Now it looks like a sandy beach.

Wednesday, 2 April 2008


For the next part that I will create will be a simple roller coaster scene, the techniques that I will be using as follows:

  • Working with splines (Vertex,weld etc)
  • Path constraints animations
  • Lofting

I start of by creating a simple spline, the spline that I will use for the first part of the scene is an "Ellipse", and looking at the top view port I created the spline of any size and then went into the modify panel and set the values to length: 400 and the width: 160.

I then changed the offset of the ellipse and made the X Y Z postions to "0".

For the next part I have created a "Circle" in the left viewport making the radius 44.

The next thing I wanted to do was to move the circle to the right of the ellipse for this I just had to do a simple calculation by just putting 0 in the Y position value as the ellipse is already centred earlier. To centre the cirlcle on the ellipse I would just enter 80 in the X value postion as the width of the ellipse was 160, and now to align the Z axis I would just enter 44 because I set the radius of the circle as 44.

I then changed the vertices, for this I changed the ellipse and converted it to editbale spline. Looking at the top viewport I selected the right red dot on the ellipse then right clicked and selected "break vertices" this will break the single vertex into two vertices, the by zooming in I selected the vertices and moved them to see if it has worked. The next step I did was to select the select the left vertex and changed the X axis to 35 and the right vertext to 45 and in the Y and Z axis to 0.

I then used the same technique on the cirlce and changed the vertex to the measurement above but looking at the left viewport. I then unselected the vertex and then went into geometry and attached both the circle and the ellipse together. I then selected the Vertex sub-object level and then clicked the red dotted button. Then in the weld field I changed the value to 1 and clicked weld.

The ellipse was then renamed to main path so I would not be confused in the next stages.

Now I have created the path I now will need to create the shape, to create the shape I selected the front viewport I zoomed in and created a circle at radius of 1. I then selected it and chose move tool , and made its copy by holding down shift key and moving the object, and clicked OK on the dialogue box that appeared and made sure the instance option was highlighted. I then made another copy so there are 3 circles altogther.

Then I changed the positions of the circles in the XYZ positions:
  1. X = 0, Y = 0, Z = 15

  2. X = 2.5, Y = 0, Z = 12

  3. X = 5, Y = 0, Z = 15
And after this I then converted the circles to editable spline and then going into geometry I attached all 3 circles together and renamed it to Loft shape.

Then I went into the compound objects then selelcted the loft button and selected Loft shape.

I then went into the loft skin parameters and experimented the path steps for a smoother loft.

For the next step is the coaster, this was again simple to create because all I just made was a box of any size then I adjusted the size to how it suited me. To get a better view I used the hide tool to hide all the obejects so I have a better view of the box.

I renamed the box to coaster and converted it to editable poly and the looking at the left viewport I selected the vertex and changed the shape of the box more to look like a coaster.

Coming to the end of this part I clicked Un-hide all and then highlighted the coaster and then went into animations > constraints > path contraints, then chose the target path by clicking H and selecting "main path" and then the coaster jumps onto the track and then going into the motion panel I made some adjustments to it and made sure the follow option was ticked and it was on the Y axis.

Now the coaster will move to the time that I want it to move by using the animation key panel.














Tuesday, 11 March 2008

Interior


For the first part of modeling I used an interior design of which I created to start of with and adding pictures and scenery's in the model. For this I tried to make it realistic as possible to how I wanted it.

Then I used a "Free" camera instead of a "Target" camera because I wanted my camera to move around the room and so it can zoom in and out at any object that I have created and so by animating the camera I have achieved my first goal of the assignment.

The reason that I did not use a target camera is because that I did not want it to just look at one object.

Summary of the Model

The story as I intend to set my model is that I am in a room looking at the different parts of the room then I see an image of a seaside/amusement resort on tv, and whilst looking at it I then walk up to it to look at it closely and then I walk straight into the tv and I end up on a sandy beach with a roller coaster and some trees around me. I then walk further up and walk up these stairs and look at the sunset and the beautiful sea where the sun is reflecting off.

Thursday, 7 February 2008


Here I created sphere and added segments and converting it into a "editable poly". I then used the 'soft slecetion' to modify my apple.

The tool that I mainly used was the the "polygon" to give the right shape. I have used the cylinder to create the stalk and then used the "bend" modifier to give it a more realistic look of an apple.

Thursday, 31 January 2008

First Impression

I think this module sounds quite interesting and I should have fun and challenging to do. Hopefully end of this module I will hope to have good knowledge of using 3D modelling and animation.