This was an exercise to change the perspective of a photo so we could use part of it as a texture.
This was the original photo:
This is what we changed it into using various transform tools in photoshop:
This is what it looks like on a cube in 3DS max, we also added a little more geometry by cutting out the windows:
Showing posts with label 3D. Show all posts
Showing posts with label 3D. Show all posts
Monday, 10 December 2012
Monday, 3 December 2012
Sunday, 25 November 2012
UVW Unwrap
In the first example we re-visited the Chick Pea can to make a texture map for it. This was the texture map I made:
The reason for two of the circle lids is that one is the top, the other is the bottom, If I wanted too I could change the look of these to differentiate the top and bottom.
Here is a video of my final t-shirt:
In this lesson we were taught how to uvw unwrap.
I then created my diffuse map from a UVW output render, and pasted a bit of art that I had created a while back onto the front of the t-shirt.
Here are a couple of images to show my UVW Unwrap and the Diffuse Map:
The reason for two of the circle lids is that one is the top, the other is the bottom, If I wanted too I could change the look of these to differentiate the top and bottom.
Here is a video of my final t-shirt:
In this lesson we were taught how to uvw unwrap.
I then created my diffuse map from a UVW output render, and pasted a bit of art that I had created a while back onto the front of the t-shirt.
Here are a couple of images to show my UVW Unwrap and the Diffuse Map:
UVW Output Render
As you can see, on one of the sleeves I've had to continue some of the artwork to give a seamless impression.
Diffuse Map
I created the seams as close as I could to a real t-shirt.
Tuesday, 13 November 2012
Gangnam Style!
Shamefully with my Southpark animation I did the Gangnam Style dance.
I had to stop due to issues with 3DS max constantly crashing and a few more issues with child and parenting (moving wrong bits!)
But here it is:
I had to stop due to issues with 3DS max constantly crashing and a few more issues with child and parenting (moving wrong bits!)
But here it is:
The model was built by extruding lines, and I created my own condensed texture map:
Monday, 29 October 2012
Pumpkin Man!
The shin bone's connected to the, Knee bone. The Knee bone's connected to the, Thigh Bone. The Thigh bone's connected to the... well, I don't know! It's so confusing!
Adding bones and rigs was the topic of today's lesson. Starting to dive a little more into the animation side of things now it's starting to get a lot more confusing!
We started off with some tenticle work, I went off on a little tangent as I saw my tenticles looking like horns:
But then we were set the task of riging a 2d image of a pumpkin and then animate him a little. Here's my result!
Adding bones and rigs was the topic of today's lesson. Starting to dive a little more into the animation side of things now it's starting to get a lot more confusing!
We started off with some tenticle work, I went off on a little tangent as I saw my tenticles looking like horns:
But then we were set the task of riging a 2d image of a pumpkin and then animate him a little. Here's my result!
Sunday, 28 October 2012
The Starship Enterprise
Ok, maybe a slightly more basic version.
This is a project we were set in our Visual Design (3D) lesson. It was our first model for us to produce using blueprints.
I focused on keeping it low poly, and did some simple textures for it as well.
Here's a nice interactive spin around:
(NB: This will not work in Internet Explorer)
Here's a video for those on mobile devices or if the Sketchfab application doesn't work:
This is a project we were set in our Visual Design (3D) lesson. It was our first model for us to produce using blueprints.
I focused on keeping it low poly, and did some simple textures for it as well.
Here's a nice interactive spin around:
(NB: This will not work in Internet Explorer)
Here's a video for those on mobile devices or if the Sketchfab application doesn't work:
Monday, 22 October 2012
Church
Today was a little bit of a self-directed lesson. We had a task set to model this low poly church, and texture it using the maps provided.
It was a good thing to do as it helped make us think how to create certain parts of geometry. Also it taught us about symmetrical textures only needing to be half the full image. When uvw mapping you can flip the texture. Being able to do this saves memory and decreases render time.
It was a good thing to do as it helped make us think how to create certain parts of geometry. Also it taught us about symmetrical textures only needing to be half the full image. When uvw mapping you can flip the texture. Being able to do this saves memory and decreases render time.
Friday, 19 October 2012
Generator (Almost there)
So today I worked on this generator. The hardest part was the texturing. This is one of the first models I've built where I've edited a lot of the textures in Photoshop, working them until I thought the looked acceptable.
I could have spent weeks getting the textures right but you just have to take a step back sometimes.
Here's a little video I made of the generator exported into Unity.
I still need to add a few more things to it. I want to add power lines coming out of the generator and into a power box attached to the bunker. As I'll also be changing the batteries for Fuel tanks, and you'll need to get the generator working to open the doors instead. ;)
I could have spent weeks getting the textures right but you just have to take a step back sometimes.
Here's a little video I made of the generator exported into Unity.
I still need to add a few more things to it. I want to add power lines coming out of the generator and into a power box attached to the bunker. As I'll also be changing the batteries for Fuel tanks, and you'll need to get the generator working to open the doors instead. ;)
Monday, 15 October 2012
Flying Through Space
Ok, so it's not Felix, but this asteroid was built in today's lesson.
The purpose of it was to practice a new modifier called "Noise". Essentially it just randomly displaces the polygons which is great at creating random structure for landscapes and rocks.
In this render I put in a camera and attached the point it follows to the asteroid. Creating quite a movie like scene.
I also put a subtle 3 point lighting system, and changed their intensities and colour to help represent the solar system lights coming at it.
The purpose of it was to practice a new modifier called "Noise". Essentially it just randomly displaces the polygons which is great at creating random structure for landscapes and rocks.
In this render I put in a camera and attached the point it follows to the asteroid. Creating quite a movie like scene.
I also put a subtle 3 point lighting system, and changed their intensities and colour to help represent the solar system lights coming at it.
Tuesday, 9 October 2012
Turntable render
This is the same model as shown in the last post. However this time it is rendered in a 'Turntable' style.
This helps show the viewer you model un-textured, the wireframe, and textured, all in just a few full 360 rotations.
This helps show the viewer you model un-textured, the wireframe, and textured, all in just a few full 360 rotations.
Monday, 8 October 2012
Chick Peas (Multi/Sub-Object Maps)
Using Multi/Sub-Object Maps was today's lesson. We learnt how to apply UVW Map Modifying to our objects/planes, and apply the correct mapping setting to project our texture correctly.
So here it is:
So here it is:
Tuesday, 2 October 2012
Palm Tree
We were set a small brief to create a textured palm tree using some of the techniques we learnt in yesterday lessons.
The key things we were re-capping with this brief, was applying textures and using an opacity texture to see though the leaves.
The texture's I used weren't amazing, but for a quick palm tree model I don't think it's too bad!
The key things we were re-capping with this brief, was applying textures and using an opacity texture to see though the leaves.
The texture's I used weren't amazing, but for a quick palm tree model I don't think it's too bad!
Monday, 1 October 2012
Shiney sweets!
So Steve Brown (My lecturer) suggested making the icing and sweets shiney!
Looks much better :)
This is what my material editor looks like now:
Looks much better :)
This is what my material editor looks like now:
Gingerbread Man
On our second lesson in Visual Design (3D), we worked on a gingerbread man image. We learnt how to extract from a line after drawing around it.
Today, on our third lesson, we went back to using Stardard Primitives converted to Editable Poly's. We then push and pulled verts, edges and polys - as well as extruding and beveling them to create a rough outline. With this then created we applied several modifiers (Such as Turbo Smooth) to fine tune the shape we wanted.
This gave us a much better model to work with, containing much better edge rings/loops, and clearer topography.
I applied a basic texture to mine, as well as a very simple bump map that you probably can't see very well from my render:
Here are my final outputs:
Today, on our third lesson, we went back to using Stardard Primitives converted to Editable Poly's. We then push and pulled verts, edges and polys - as well as extruding and beveling them to create a rough outline. With this then created we applied several modifiers (Such as Turbo Smooth) to fine tune the shape we wanted.
This gave us a much better model to work with, containing much better edge rings/loops, and clearer topography.
I applied a basic texture to mine, as well as a very simple bump map that you probably can't see very well from my render:
Here are my final outputs:
Tuesday, 25 September 2012
Snowman
This was a simple task to practice what we learnt. A file was presented to us with several parts to a snowman and we had to transform the parts together, and animate them.
The whole process took me about an hour, and although basic, it covered most of the things we learnt during the lesson.
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