Tuesday 27 January 2009

Brief

My first approach to this project would be to research different idents for different channels. I have chosen to concentrate my research on 5 main channels, these are:

BBC 2
BBC three
Channel 4
SKY MOVIES
SKY SPORTS



First 3ds Max semester 2

In the first lectre we had concentrated on animation with the use of curve editors and dope sheets. We had created three balls with a realistic bouncing effect with the use of the curve editors. Then we had seperated the animation between each ball with the use of dope sheets.

Wednesday 19 November 2008

Final halloween scene


The Pumpkin

I started off with a slightly squashed sphere using the scale tool(figure1). Then going into polygon editing mode I was able to extrude the grooves by using soft selection tool (Figure2). To make the face I used quick sliced the pumpkin to give me more faces to work with, then by selecting relevant faces I was abe to delete these to create the eye and mouth. (figure 3). Then a shell modifier was added to give thickness and a noise modifier to give a more organic look (figure 4)













The Dead Tree

Firstly I created a cylinder to act as the trunk then drew splines to resemble the branches and roots (figure 5). To make the actual branches and roots I extruded the certain parts of the cylinder along the spline (figure 6 & 7). Then I added a mesh smooth modifier to make the tree more organic(figure 8). The bottom part of the tree was scaled wider to give it an eerie look. Finally a bump map was added to the material editer, the map used was a crumbling bark which was a picture taken from a tree in my garden.( Figure9).























The Land

The land could have easily been created by adding a noise modifier to a plane, I find this effective but does not give you as much control over the bumps. To remedy this i create a plane with 100 segments each way and then use soft selection. The surface of the bumps is a edited smoke material added to the bump map and diffuse map. The water was created by adding a noise map to the plane and a flat mirror map to the difuse part.

The fog

Fog was created by creating a box gizmo and adding volume fog from the enviroment options, the default fog is white, I felt I had to change it to grey as the fog was creating too may hotspots.

Lighting

The whole scene is lit up by one spot light, this is to replicate moon light, a noice modifier was added to the light to disperse the ground light. The lights in the pumpkin are orange omni lights with invesed square setting, this setting allows me to control an area of light outside the pumpkin, this result allowed me to have orange light shining out the front of the pumpkin and not the back or side.

Wednesday 22 October 2008

multi sub object material rendering

This is my attempt at multi sub object material rendering using mentay ray as my rendering engine.

Tuesday 21 October 2008

Birthstone of April- Diamond


Diamond Birthstone - April

To make the birthstone i had started off with a simple cone. By editing the polygons I deleted the flat bottom of the cone leaving a hollow shape. From there i had started to bring up the bottom of the cone using the polygon editor to start making the flat edges of the diamond. To cover the hole i simply capped it.

The box around the diamond is simpy a chamfered box. to make it hollow I had duplicated the box, moved the duplicated box up and scaled it down slightly. By using boolean I was able to make the chamfered cube into a box to hold my birthstone.

The cloth was made twice, the first cloth sits in the box this was created by;

  1. Firstly creating a rectangle spline and editing it to a relevant size.
  2. While still having the rectangle spline chosen I had clicked on garment maker in the modifier panel, this allows you to add faces to the rectangle, the more faces the more the cloth will be able to cover objects. But as always more faces means more memory size so an adequate amount of faces were chosen.
  3. Then i clicked on cloth, from here i edited the rectangle to have similar properties of silk and also added the box in as the collision object. I then ran the scene and let the cloth fall into the box creating a base for my birthstone.
  4. At this stage when i had placed the birthstone on the cloth it looked like it was floating on top, this meant i needed to create another cloth to act as if the diamond was dropped into the box and the silk has wrapped it self around the base of the diamond.
  5. Another cloth was made in the same way but this time the diamond was the collision object.
  6. Once the silk had fallen on to the diamond i had turned it upside down and placed it into the box and then placed the diamond into the groove that the silk cloth had made.
  7. Finally a meshsmooth modifier was added to both cloths.
To make the box and diamond look like real glass i had to first change my renderer engine to mental ray. This allows for materials to look realistic. I then added the material "glass physics " to the diamond and box, i had made the refraction on the box quite low but the diamonds refraction were kept to a medium. The light shining off the diamond turning into a ray is an omni light with a glow and ray modifier attached.

There are three lights in my scene;

  1. The light creating the glow and ray on my diamond.
  2. An omni light to light the scene
  3. A sky light to cast a natural light over the whole scene.
A simple 36mm camera was chosen and a 50 degree field of view was chosen to get a perfect amount of scene into the picture.





my attempt at working with mental ray

Wednesday 15 October 2008

Halloween scene


The Pumpkin

I started off with a slightly squashed sphere using the scale tool(figure1). Then going into polygon editing mode I was able to extrude the grooves by using soft selection tool (Figure2). To make the face I used quick sliced the pumpkin to give me more faces to work with, then by selecting relevant faces I was abe to delete these to create the eye and mouth. (figure 3). Then a shell modifier was added to give thickness and a noise modifier to give a more organic look (figure 4)













The Dead Tree

Firstly I created a cylinder to act as the trunk then drew splines to resemble the branches and roots (figure 5). To make the actual branches and roots I extruded the certain parts of the cylinder along the spline (figure 6 & 7). Then I added a mesh smooth modifier to make the tree more organic(figure 8). The bottom part of the tree was scaled wider to give it an eerie look. Finally a bump map was added to the material editer, the map used was a crumbling bark which was a picture taken from a tree in my garden.( Figure9).























The Land

The land could have easily been created by adding a noise modifier to a plane, I find this effective but does not give you as much control over the bumps. To remedy this i create a plane with 100 segments each way and then use soft selection. The surface of the bumps is a edited smoke material added to the bump map and diffuse map. The water was created by adding a noise map to the plane and a flat mirror map to the difuse part.

The fog

Fog was created by creating a box gizmo and adding volume fog from the enviroment options, the default fog is white, I felt I had to change it to grey as the fog was creating too may hotspots.

Lighting

The whole scene is lit up by one spot light, this is to replicate moon light, a noice modifier was added to the light to disperse the ground light. The lights in the pumpkin are orange omni lights with invesed square setting, this setting allows me to control an area of light outside the pumpkin, this result allowed me to have orange light shining out the front of the pumpkin and not the back or side.






Thursday 9 October 2008

october-halloween


For one of my scenes I have decided to do a halloween scene, below is my start to this scene.