Friday, 17 February 2012

Wall design

The image below shows the wall that has been created. This wall will be part of the main animation, along with da Vinci siege engine. This will be the wall that the siege engine will attack. In order to create this wall a number of simple things were done. The main bulk of the wall consists of a number of simple boxes used together and then replicated using arrays to create a large wall. The stairs were created using the stairs option, using L-type stairs with the box parameter ticked. Finally the textures were added using the architecture and design mental ray render. The masonry and concrete textures were used, although these may be changed at a later date depending on how the overall finish of the animation looks.

Tuesday, 14 February 2012

poly modelling

The images below show the creation process of an apple using poly modelling. Plus the skills needed to bend a simple box. The apple was created by first making a sphere and then converting it to an editable poly. Then by pressing F4, all the polygons become visible in the form of a grid pattern. Using soft selection the top and bottom of the apple can be indented to give the apple more of a natural shape and create room for the stalk. The stalk was then added by drawing a tiny cylinder and adding extra height segments. This then means that the cylinder can be slightly curved and thickened at the end to give it a natural stalk shape. Finally the apple is given a few bumps with vector editing to make the apple look a little less perfectly round and the colour is added.

In order to bend the box, you must first draw a simple box and then add height segments. This then gives the box a number of sections and therefore allows the box to be curved into a banana like shape.

Daylight system

Below is my implementation of a daylight system and architectural materials. In order to use architectural materials the renderer had to be changed to the mental ray renderer. When creating the image a floor is need in the image in order to show the shadows on the floor. So a floor was created using a basic box. Then the teapot and a torus are draw and the textures were added. Architectural textures were selected and then one of the options from the pre-set templates was used. The teapot uses the ceramic tile, glaze template and the torus used the metal template. Then the daylight system was created. When setting up the daylight system a location was decided where to place it and then the time, date and location (where in the world would you like to imitate) were selected. These settings would change the intensity and direction in which the light shines from. Finally the image was rendered.
The image below show the first time I experimented using different lighting within 3ds max. The lighting created below uses and omni inside the pumpkin and a free spotlight to create the light shining on the pumpkin. The omni has a slight orange tint in order to try and mimic a candle light. The spot light is tinted green and has a volume light effect with a density of 0.1. These lighting effects that I have learned can be used within my assignment to create a realistic animation and help to set the mood and tone of the scene. This can then be used to change the time of day/weather that my animation is set and to replicate candle light.

Monday, 13 February 2012



The images below show step by step the first time I experimented with 3Ds max. The castle show below is Norwich castle. I tried to recreate a 3d model of the castle by using mainly basic box shapes and basic colours.


Daysoutinbritain.com, n.d. Norwich Castle. [image online] Available at: <http://www.daysoutinbritain.com/images/2011/03/15/40/norwich-castle_1.jpeg> [Accessed 13 February 2012].






Tuesday, 7 February 2012

The images below show step by step how I took a picture of a leaf and removed the background with the help of Photoshop. Then imported the images into 3ds max and added the textures to a plane, then converted it to an editable poly. Once the plane is an editable poly I then started to curve and add indents to the image. This was in order to try and make the image look more realistic. Finally I rendered the image and saved it as a jpeg. From doing this I have learnt how to render my creations and the different options I have to choose from when rendering. This has also improved my skills with textures and showed me how to remove the background from textures and add them to a plane.






textures

The images below shows the textures I have added to the castle I made in week one. I found that adding the textures can really bring my designs to life if done correctly. But I learnt that it can be hard to find the proper textures needed. Then it can also be rather hard to make the textures look natural and realistic. One example of this is that originally when I clicked render the image looked too bright and plastic. But as the images below show I done the doors of the castle last and I believe these look the most realistic. But adding textures will be a key area that I will have to put time and effort into my project to make my animations look as realistic as possible.