Sunday, May 15, 2011

Week 3 Lab 1 - Bucket

Process

This is how I create a simple bucket.

Firstly, I create a polygonal plane and set translate values so that the right side of the plane touches the Y axis and the bottom side of the plane touches the X axis. From there, I assign a bucket_profile texture to it so that i can use this texture to outline the bucket.

However, the image is not centered, so i use normalize UVs to get let the entire picture be the texture of my plane, and not just part of it.

From there, i outlined the bucket using the curve tool and then made the plane, which was the template for outlining transparent so that only the outline is visible.

From there, I used the revolve tool and revolved the entire outline so that it will form a nice bucket-like shape. From there, i selected perspective view to make sure that the bucket looks plausible, like a real bucket.

For the next step, I did this:
I selected two faces underneath the lip of the bucket. I selected these two faces by adjusting the axes so that when i extrude my bucket later and view the extruded faces in the front panel, I would be able to see both extruded faces. Then, I used the faces on top of it as a guide, as shown in my picture. From there, i continued on to the center of the bucket and thus, I can see which two faces are opposite the two faces i selected. Then, I selected the faces that are in the interior of the bucket and traced to the opposite underside faces. However, this does not mean that they are perfectly opposite of each other. Therefore, i counted the number of faces in the interior of the bucket that are not selected. Since they are split into half, I counted each half and see whether both halves have the same number of faces. After I have confirmed that they are perfectly opposite, i deselect the faces i used for tracing.

I then extrude the faces I have selected and make tabs for the bucket. Then, I beveled the corners of the tabs.

Note: At first, I tried selecting points at random, but then I found out that when i viewed it in the front panel, i would not be able to see both tabs simultaneously on the bucket.

From there, I selected the vertices of the tabs and then scaled them properly so that the tabs look straight proportional to the bucket lips. Then, I create cylinders and then moved them to the center of the tabs. By using booleans - differences, I made holes in the tabs.

Note: I created the cylinders in the side panel. However, when I went to the front panel, I could not locate my cylinder. I switched to the perspective panel and there i found it, in the interior of the bucket.

I switched to the front panel and zoomed in on to one of the tabs. Then, i turned on the grid and created a CV Curve according to the picture shown in the PDF file. I then used the edit point mode and wrote down the XYZ coordinates of the first vertex. From there, I used the revolve tool and then input the values that I have written down to act as the pivot point of the object that I am creating.

I switched to the top panel view and used the CV Circle tool to create the outline of the handle that I will be creating. I created 7 vertexes for the curve and then later moved these vertexes so that the curve will look smoother.

I then switched to side view to draw out the profile that will be used for the handle. I then proceeded to extrude the handle along the curve that I had previously created. Then, I used mirror geometry and fill hole to complete the handle.

I then switched to the perspective panel and proceeded to hide everything except for the handle. From there, I used the soft manipulation tool so as to make sure that only certain parts of the handle are being scaled and not the entire object itself.

As shown in this picture, I have extruded the handle past the connector and then scaled the part of the handle that is supposed to be in the connector so that it will fit into the narrow space of the connector. Also, I have modified the extruded face so that it will look nice with the connector.

I then moved the pivot point of the handle to the center of the connector. This ensures that the handle would rotate by the connector. With that, I give in my finishing touches by rotating the handle to the end that it looks like the handle has been put at a resting position.

This is the end product of my magnificent bucket:


Techniques

The techniques that I have learnt here are the revolve tool and the soft manipulation tool.

The revolve tool helped me make objects that are circular in nature just by using a simple curve or outline as a template.

The soft manipulation tool helped me in making a certain area of an object move or scale. If i used the normal move or scale tool, it would affect the whole object.

Reflection

This was one of the exercise that made me think more deeply about Maya.

I learnt how to import external images as files and use them as a texture for planes to make an outline for objects.

However, during work, there was one point of time where i had no idea where the help line was. I searched Google but the search results were not what i was looking for. Only till my friend told me that the help line was at the bottom left corner of my screen did i know that it was there.

This made me realise that I am still not very familiar with the Graphical User Interface of Maya and that I should practice more often with it.

Also, there was one point where my object did not look like what the object was supposed to be. This made me realise that in modelling, precision is extremely important. If something goes wrong just by a little bit, my whole model would look totally different.

Overall, I enjoyed this exercise as i am quite satisfied with my end product. The road to the product was kind of tedious, however.

References

2.4 MM_Bucket Modelling.pdf
I used Maya Online Help for help about how to use the curve tool properly.
I also searched google on where to find the Help Line, but it didn't work.

Sunday, May 8, 2011

Week 2 Lab 2 - Cardboard Box


This is how I create a cardboard box.

Firstly, I create a polygonal cuboid with subdivisions of 3 for width, height and depth.

I then switched to the top panel, used vertex mode and selected the vertices in the middle row and then finally scaled them.

I then switched back to perspective mode and then using face mode, I selected the top face. I then extruded the top face downwards so that the box would have an interior.

I then extruded hinges out of the top faces of the box, and then extruded flaps out of the same faces. I then selected one top face, selected the top face opposite to it and then scaled them away. I then selected vertex mode.

I then selected the vertices on the top flaps, pick walked down, and then shift selected those vertices. I switched to the front panel and then moved the pivot of the rotate tool to the hinge of the flap, so that the flap would move properly.

I switched to edge mode. First, I used the edge loop tool to create more subdivisions and then proceeded to use the edge ring tool to select all the exterior edges. I then beveled those edges that I have selected.

I then selected the vertices of the subdivisions that i have created earlier using the edge loop tool and then moved them around, giving the flaps an irregular shape. After doing the same thing for the rest of the flaps, I smoothened the cardboard box.

I add nonlinear wave deformers into the box so that the box looks old.

This is the end product of my old and ragged box:


This is the broken edition of the cardboard box:

For the broken flap, I selected the faces of the flap that I wanted to be torn off and extract those faces. Then, at the part of the cardboard box from which the flap was torn off, I used vertex mode and moved some vertexes to give it a torn and irregular look.

Techniques

The techniques I have learnt here are the edge ring tool, the edge loop tool, smoothing, pick walking, wave deformers and vertex manipulation

The edge ring tool helps me to select edges quickly without the need of using shift select. It also helps me to select all edges that are parallel to that edge by double clicking on that specific edge.

The edge loop tool helps me to create subdivisions quickly.

Smoothing helps to make object look more realistic by smoothening out the sharp edges.

Pick walking helps me to select vertices that are directly below the vertices i have previously selected.

Wave deformers give the box a more old look.

Vertex manipulation is the most important technique here, it helps me make irregularities.

Reflection

This was one of the harder exercises I had to do.

For one thing, I was not very familiar with the edge ring tool at first, so when i tried to select the edges needed for beveling, I might end up accidentally double clicking the edge or selecting edges i do not want. This is an important matter, as my cardboard box might not turn to be what I expected. Therefore, I need to train my precision.

I also realised that i need to plan my work before I do it. This is because I can cause disasters such as unwanted configurations, unused polygons etc.

Although i find making this cardboard box rather tedious, I still enjoyed it overall.

References

2.3 MM_Cardboard Box Modelling.pdf
Maya online help

Week 2 Lab 1 - Toy Train

Process

This is how I create my toy train.

Firstly, I create a polygonal cuboid so that it acts as the base of the first carriage of the train.

I create another polygon and this time, by using vertexes, I make the sides and the front of the polygon curve in. This is the front part of the train.

Then, I created a new polygon for the cockpit of the train. I created a cylinder and rotated it so that it would fit into the cockpit. I then duplicated it and by selecting cockpit polygon and then shift selecting the cylinders, I used booleans - difference and holes were formed where the cylinders were in the cockpit.

I then created a new polygonal cube for the roof of the cockpit. By using vertexes, I made the sides of the roof curve in. After that, I created a polygonal cone and beveled the edges surrounding the base of the cone. I used the edge ring tool to help me.

I then created two polygons, one with the same width and depth as the base of the first carriage and one that is slightly smaller than the first polygon. I then selected the first polygon and shift selected the second polygon and used booleans - difference to create a space to store stuff in the polygon.

I created a polgonal cube and duplicated it twice to get three polygonal cubes. I then placed them inside the cargo space that i have created earlier.

I created a polygonal cylinder to act as the wheels of the toy train. I then beveled the edges of the cylinder, with the edge ring tool to help me. Then, i duplicated the cylinder and placed the duplicates all over the train.

This is the end product of my colourful toy train:


Techniques

Much like the previous exercise, I used a lot of beveling, vertex manipulation and booleans - difference.

Reflection

This is my actual first time creating my own creation with Maya without a step by step guide. I did alot of experimentation, such as adjusting the height of the polygons and manipulating the vertexes precisely so as to make the toy train look like the picture that was provided to me as much as possible.

I feel that this exercise is a good application of all the concepts I had learnt in the previous exercise. This exercise also made me more familiar with the interface of Maya.

Overall, I am pretty satisfied with my end result, with my toy train turning out just fine.

References

I used Maya Online Help to learn how to manipulate vertexes properly.

Week 2 Lab 1 - Toy Blocks

Process

This is how i create simple toy blocks.

First, I create a polygonal cuboid on the grid. This would be used as the base polygon for the rest of my toy blocks that I am going to make.

As you can see here, I have region selected all the edges of the block and beveled it.

I then duplicated the original block and removed the bevel from the duplicated block. I then hid the original block. Then, I used the split polygon tool to create a line in the middle of the polygon. With that, I switched to the side panel and in vertex mode, drag the vertices at the top corners of the block down using snap to grid as a guideline.

I then used the edge ring tool to select the edges of the gable block. I used shift select the select the two edges at the corners of the block. This is because if i used edge ring tool and double clicked any of those edges, it would select the middle edge too. Then, i beveled the gable block.

I then duplicated the gable block and removed the bevel from the duplicated gable block. With that, I created a cylinder by using the gable block as the starting point ( with make live ). I then used the align tool to move the cylinder under the gable block and then with translate values, move the cylinder into the gable block.

I then used booleans - difference to cut a hole in the gable block. I then switched to edge mode and region selected all the edges except for the middle edge and the edges inside the hole cut by the cylinder. I then beveled the selected edges.

Lastly, I created a polygonal cylinder and a polygonal cuboid, beveling them.

This is the end result of my childish toy blocks:


Techniques

I have learnt how to bevel and use booleans - difference to create holes in this exercise.

The bevel tool is used to smoothen the edges of the objects so that they would not look so sharp and look more realistic.

The boolean - difference is used to create create holes or spaces inside an object.

Reflection

This exercise is the first exercise that I am writing a journal for.

I feel unsure on how to do this exercise at first, as I had no idea what beveling and booleans does. However, After I had finished with this exercise, I am more familiar with the terms that are used in Maya.

This is also my first experience in making models without using primitive shapes only.

Overall, I look forward to making more models of toys and objects.

References

2.2 MM_Blocks Modelling.pdf

Tuesday, May 3, 2011

Week 1 Lab 2 - Ocean waves


In this exercise, I learnt how to create an ocean and waves, by modifying the wavelengths and frequency of the waves so that I can modify how fast the waves move. In the end, I rendered and it looks like a realistic ocean. However, this time, i did not manage my time properly as I did this exercise quite last minute and did not put as much effort as i did in the previous exercises in this. I need to learn more time management.

Sunday, May 1, 2011

Week 1 Lab 2 - Companion Bot

Sure-you-ken - Companion Bot

Sure-you-ken is the companion bot of asura-prim. Asura usually carries sure-you-ken on his back, as seen in the illustration of Asura. Sure-you-ken is actually a ring with a blob of metal floating in the metal that acts as its central nervous system. The ring is held together by magnetic force from the central nervous system. Asura can grab Sure-you-ken and throw it like a shuriken. When thrown, Sure-you-ken will extract blades from the rings and attack its enemies, but when it is not in combat, it will retract its blades.