Here's a banana using Loft!
That's all! (Perhaps my spline could have been smoother. Maybe added a few more segments?)
Tuesday, 18 October 2011
Loft : Making a bottle and a banana
Loft is a technique in the modifier panel that allows a spline to mirror the shape of any 2D shape such as a rectangle, circle, star, etc.
You simply draw your spline and the relevant 2D shapes.
Next you select the spline and select Loft, click get shape and select the relevant shape. The spline then takes on these properties.
By altering the path percentage parameter, we can create various shapes as the spline takes on the form of the shape up to that point in it's mesh.
Here I've used it to create a bottle!
I did so by lofting along the spline with 2 circles of different sizes to create the smooth ridges of a water bottle, then extruded and scaled to reach the point where I could add a simple cap onto the model.
ANALYSIS: This was only meant to be a short task so there isn't too much to consider but it is inspiring to see that a simple technique can allow you to create something that would normally take a lot longer to create and in a really simple way.
You simply draw your spline and the relevant 2D shapes.
Next you select the spline and select Loft, click get shape and select the relevant shape. The spline then takes on these properties.
By altering the path percentage parameter, we can create various shapes as the spline takes on the form of the shape up to that point in it's mesh.
Here I've used it to create a bottle!
I did so by lofting along the spline with 2 circles of different sizes to create the smooth ridges of a water bottle, then extruded and scaled to reach the point where I could add a simple cap onto the model.
ANALYSIS: This was only meant to be a short task so there isn't too much to consider but it is inspiring to see that a simple technique can allow you to create something that would normally take a lot longer to create and in a really simple way.
Lathe
A simple spline modifier. Drawing a spline in the top view in Max, followed by adding this mod means that you can create a shape and have the software model the spline into 3D around a coordinate along the 3 planes.
Here I am going to model a wine glass using this technique.
Here I drew the basic outline of the glass I wanted to create.
Next I added the Lathe modifier.
And there you go! An incredibly simple technique used to make a basic object in a very short amount of time.
ANALYSIS: I had no trouble whatsoever with this I just needed to be thoughtful when drawing my spline.
Here I am going to model a wine glass using this technique.
Here I drew the basic outline of the glass I wanted to create.
Next I added the Lathe modifier.
And there you go! An incredibly simple technique used to make a basic object in a very short amount of time.
ANALYSIS: I had no trouble whatsoever with this I just needed to be thoughtful when drawing my spline.
More tasks...
Here is a quick update on the few things we gave been covering in lesson in recent weeks!
We have covered several new techniques, most of them involving Splines, but more on those later as I'll now throw up some renders of the items we've been asked to make for homework and class work since we began.
Let's quickly go through them so that I will soon be up to date with all the work required for this module. :D
Firstly: Robot.
I made this from a sphere by deleting the Polys in the middle, capping them and adding in two tubes to make an adjustable stomach. I gave him an encased head and rotatable robot arms.
ANALYSIS: Fairly basic, but I learnt a bit from deleting the Polys and capping them.
Secondly: Dinosaur
Used before my stegosaurus to get me used to modeling from a single box outwards.
ANALYSIS: Ok. Nothing new to add here, this was an exercise in extrusion.
Thirdly: Postbox
Made as a way of practicing with insets and positive/negative extrusions. Started as a box that was also chamferred to make the curves.
ANALYSIS: Pleased with this one. I managed to add further detail to the model by being gentle with the insets and extrusions which allowed it to look like my reference material. DEfinitely more comfortable with the tools used now.
Finally: Skip
This model required some patience as it was deceptively complicated. This was because I decidede to make it entirely from one box model. Using insets, extrusions, moving and scaling, I managed to accomplish this in a short amount of time.
ANALYSIS: Very happy with this one, it was trickier than I thought it would be so glad I managed to complete it without too many problems. I feel I was quite disciplined when making this.
There you have it! Caught up with most of the small tasks, I will shortly be posting about the new techniques we learnt regarding splines, yet my biggest post will be concerning the designs for organic and inorganic models whic we have to complete by the end of semester 1 and are graded on!
The designs for these are a priority so they will be completed soon and will be the focus of most of my attention.
See you next time!
We have covered several new techniques, most of them involving Splines, but more on those later as I'll now throw up some renders of the items we've been asked to make for homework and class work since we began.
Let's quickly go through them so that I will soon be up to date with all the work required for this module. :D
Firstly: Robot.
I made this from a sphere by deleting the Polys in the middle, capping them and adding in two tubes to make an adjustable stomach. I gave him an encased head and rotatable robot arms.
ANALYSIS: Fairly basic, but I learnt a bit from deleting the Polys and capping them.
Secondly: Dinosaur
Used before my stegosaurus to get me used to modeling from a single box outwards.
ANALYSIS: Ok. Nothing new to add here, this was an exercise in extrusion.
Thirdly: Postbox
Made as a way of practicing with insets and positive/negative extrusions. Started as a box that was also chamferred to make the curves.
ANALYSIS: Pleased with this one. I managed to add further detail to the model by being gentle with the insets and extrusions which allowed it to look like my reference material. DEfinitely more comfortable with the tools used now.
Finally: Skip
This model required some patience as it was deceptively complicated. This was because I decidede to make it entirely from one box model. Using insets, extrusions, moving and scaling, I managed to accomplish this in a short amount of time.
ANALYSIS: Very happy with this one, it was trickier than I thought it would be so glad I managed to complete it without too many problems. I feel I was quite disciplined when making this.
There you have it! Caught up with most of the small tasks, I will shortly be posting about the new techniques we learnt regarding splines, yet my biggest post will be concerning the designs for organic and inorganic models whic we have to complete by the end of semester 1 and are graded on!
The designs for these are a priority so they will be completed soon and will be the focus of most of my attention.
See you next time!
Friday, 14 October 2011
K-9!!!
When I found out I had to model this character for homework, my reaction did not mirror the image below, in fact it was the complete opposite of Tennent's!
I'm a big fan of Doctor Who, but not so much that I was interested in modelling his robotic little friend.
However, from a modelling perspective, after briefly researching what the character looked like, it became interesting to me as there are a few complex parts to the model that would at least make me think for a while before attempting to create them.
Awwww here goes.....
Firstly, I used this picture for reference.
Firstly, as always I started with a basic poly box to build from and added an edit poly modifier.
I selected by Poly and used the scale tool to alter the box to fit the basic shape of K-9.
Secondly, I inset some of the polys on the sides of the model and extruded negatively to add detail to the base. I then selected by Edge and used the move tool to place the edges where I wanted them to match my reference picture.
I also switched to the Front view port and used select by Vertex to ensure the edges were symmetrical on both sides, by affixing them to the Y axis.
I also extruded by Poly and used the scale tool again to add to the basic shape.
I then began work on the features of the model in more detail.
I inset on a poly at the back of the model, moved it into place and scaled it into a square shape. I had to adjust the angle of the inset as it was slightly off from the model and this would have affected my extrusions.
I extruded and inset for the tail, finishing by extruding and scaling the end polys to make a circular end.
I extruded, ringed some edges, connected and then beveled to get the "calculator" part on the back of the model. I then inset and extruded to finish it, selecting the edge and moving it up.
As can also be seen, I began work on the neck.
If I had been in lesson and learnt the extrude along an angle technique last week, this may well have been a doddle. Alas I had to improvise.
I selected a poly, deleted it, selected by border and extruded so I made the basic shape of the neck. To make it more circular to match the reference, I selected the edges and chamfered the hell outa them. This made it more circular and smooth.
I then Poly modelled the head as a separate object using extrusions and scaling. I inset and extruded for the "eyes" and chamferred the top of the head.
I then moved the head into place on the body, nearly joining the neck and "attached" it to the model. I used the "cut" tool and cut the shape of the neck out of the base of the head.
I the target welded the verts from the cut to the verts on the neck and my model was complete.
ANALYSIS:
This took me about 2 hours to do. I was relatively happy with the model, though not satisfied with the neck as I believe I can improve this.
After getting some feedback, it was pointed out that I had missed out his ears.
Darn it. I have and would do this by by taking a sphere, deleting half of it, capping it, insetting it and extruding negatively, then attaching them to the model.
I feel I spent enough time on the model but could improve it if I did so again. The lesson learnt this week is..... do not get behind on work as it is twice as hard to catch up on what you've missed and above all........be organised!!
The robot will be up soon and roll on sunday when I will re-organize my timetable.
Onwards.....
Thursday, 13 October 2011
Timetables: Trials and tribulations
Apart from being a terrible title for a video game based on time travel, after noticing that my last blog was 29/09/11 and that I haven't blogged at all this month, it has occurred to me that something needs to be done about how I manage my time for the four modules I am doing at Uni this year.
I had to miss last week's lesson due to having to travel to my Uni's head campus and so missed out on the work done and putting me behind.
Work wise I have to produce:-
- A robot
- An anvil
- K-9 from Doctor Who
- Rough ideas for the design of inorganic and organic modells, (these will be used for assesment of my skills for the module).
It is not going to be possible for me to complete all of these for tomorrow and so I need to focus on what is possible and make time to stop this problem occurring again.
This art module is overshadowed by a design module I am working on simultaneously purely by volume of work and by the fact that the design aspects are group work and take longer to complete.
Therefore, whilst I cannot cut down on the volume of design work I have, I must find a way to compromise within my timetable to make sure all work is dealt with and deadlines are met.
I will do this by taking time out this sunday to re-organize my schedule and balance the work I have to complete. Currently I am aiming to have these modells/tasks completed for next weeks lesson, bearing in mind I will have another task from tomorrow's lesson as well. A tall order, but not impossible to do.
I have completed K-9 and will blog about this shortly. I have also nearly finished the robot and will hopefully be able to complete that before tomorrow's lesson and blog about it.
This will leave the anvil, which, while it was class work only, I feel is important as it requires a new skill that was covered in lesson, "extrude a poly at an angle", which I feel is critical to learn as it would have helped me immensly for the model of K-9.
With these three models done in a short amount of time, I will free up time this weekend to focus on re-organizing my schedule and the design ideas for my assesed pieces, which should become my main priority.
*sigh of relief*
Now that's out of the way, time to get on with it. K-9 will be up shortly, followed by robot tomorrow.
In the mean time, must remember to.......
I had to miss last week's lesson due to having to travel to my Uni's head campus and so missed out on the work done and putting me behind.
Work wise I have to produce:-
- A robot
- An anvil
- K-9 from Doctor Who
- Rough ideas for the design of inorganic and organic modells, (these will be used for assesment of my skills for the module).
It is not going to be possible for me to complete all of these for tomorrow and so I need to focus on what is possible and make time to stop this problem occurring again.
This art module is overshadowed by a design module I am working on simultaneously purely by volume of work and by the fact that the design aspects are group work and take longer to complete.
Therefore, whilst I cannot cut down on the volume of design work I have, I must find a way to compromise within my timetable to make sure all work is dealt with and deadlines are met.
I will do this by taking time out this sunday to re-organize my schedule and balance the work I have to complete. Currently I am aiming to have these modells/tasks completed for next weeks lesson, bearing in mind I will have another task from tomorrow's lesson as well. A tall order, but not impossible to do.
I have completed K-9 and will blog about this shortly. I have also nearly finished the robot and will hopefully be able to complete that before tomorrow's lesson and blog about it.
This will leave the anvil, which, while it was class work only, I feel is important as it requires a new skill that was covered in lesson, "extrude a poly at an angle", which I feel is critical to learn as it would have helped me immensly for the model of K-9.
With these three models done in a short amount of time, I will free up time this weekend to focus on re-organizing my schedule and the design ideas for my assesed pieces, which should become my main priority.
*sigh of relief*
Now that's out of the way, time to get on with it. K-9 will be up shortly, followed by robot tomorrow.
In the mean time, must remember to.......
Thursday, 29 September 2011
Stegosaurus
For our first lesson's homework we had to model a Stegosaurus, (Steg, from now on, to retain my sanity), we had to show our work in progress, starting with a box model, then an editable poly and finally complete with turbo smooth added.
At first this was an unmitigated disaster. I came into Uni on a sunday to model for a few hours and tried the various techniques I had learned in lessons in the Foundation year, such as modelling on top of reference shown on a plane. I ended up deleting the half finished model and starting from scratch 3 times over before starting to use the techniques we had covered in the first lesson.
I was trying to model quickly and in some ways, cheaply which left me with undisciplined models with bad geometry in the meshes. This taught me first hand that slow and steady really does win the race!
I started from scratch with a plain box, as described in lesson. See below. For a box.
I then divided it into segments using the parameters on the right hand side tool bar and proceeded to craft the model as an edit poly using extrusions and editing by polygon/faces using the rotate and scale tools. This helped create the basic shape of the Steg.
From here I could add the legs and spikes which would provide the model with the detail needed to identify it as a Steg. I did this by using a few techniques I was aware of from my time in Foundation year. I selected edges and connected them to add more polys to the model and used "inset" to make a thin base for the spikes, which were then finished by using extrusions.
The model itself was supposed to be very basic but as I had always done very basic modelling I wanted to attempt to be a bit more ambitious and provide more realistic detail than was required. This is often a flaw of mine when working on some projects but in this case I think it was an advantage as I had already done very basic modelling and could only learn more from the experience.
I added front and hind legs and finished the detail on the model by adding eyes and a simple mouth.
From here I was practically finished and relatively happy with the results over all. I added "Turbosmooth" to the model as this would increase the poly count but hopefully add the desired smoothness to the mesh. The results are below.
I took these two renders of the model with the quick render tool and without adding any lighting to the scene.
I'm fairly happy with the majority of the model, though there is clearly room for improvement over time in various areas of my work. But hey, that's the reason I'm doing this right?
For next time I definitely think I could improve the discipline of my work and use that to improve the legs on my model which still look poor, even with Turbosmooth added.
But on the positive, I feel I learnt alot in the short time I was working on this model, particularly that I need to take my time and learn to walk before I can run, but I am excited by what I am going to learn over the academic year and look forward to the next model we will be working on.
See you next time!
At first this was an unmitigated disaster. I came into Uni on a sunday to model for a few hours and tried the various techniques I had learned in lessons in the Foundation year, such as modelling on top of reference shown on a plane. I ended up deleting the half finished model and starting from scratch 3 times over before starting to use the techniques we had covered in the first lesson.
I was trying to model quickly and in some ways, cheaply which left me with undisciplined models with bad geometry in the meshes. This taught me first hand that slow and steady really does win the race!
I started from scratch with a plain box, as described in lesson. See below. For a box.
I then divided it into segments using the parameters on the right hand side tool bar and proceeded to craft the model as an edit poly using extrusions and editing by polygon/faces using the rotate and scale tools. This helped create the basic shape of the Steg.
From here I could add the legs and spikes which would provide the model with the detail needed to identify it as a Steg. I did this by using a few techniques I was aware of from my time in Foundation year. I selected edges and connected them to add more polys to the model and used "inset" to make a thin base for the spikes, which were then finished by using extrusions.
The model itself was supposed to be very basic but as I had always done very basic modelling I wanted to attempt to be a bit more ambitious and provide more realistic detail than was required. This is often a flaw of mine when working on some projects but in this case I think it was an advantage as I had already done very basic modelling and could only learn more from the experience.
I added front and hind legs and finished the detail on the model by adding eyes and a simple mouth.
From here I was practically finished and relatively happy with the results over all. I added "Turbosmooth" to the model as this would increase the poly count but hopefully add the desired smoothness to the mesh. The results are below.
I took these two renders of the model with the quick render tool and without adding any lighting to the scene.
I'm fairly happy with the majority of the model, though there is clearly room for improvement over time in various areas of my work. But hey, that's the reason I'm doing this right?
For next time I definitely think I could improve the discipline of my work and use that to improve the legs on my model which still look poor, even with Turbosmooth added.
But on the positive, I feel I learnt alot in the short time I was working on this model, particularly that I need to take my time and learn to walk before I can run, but I am excited by what I am going to learn over the academic year and look forward to the next model we will be working on.
See you next time!
First!
Welcome one and all ( most likely both of you), to my blog. I have never blogged before and so will be learning as I go along. Which is appropriate as the blog in question involves me recording my experiences of using 3DS Max as part of my University degree into Video Game Design at Futureworks and learning that as I go along too.
I have used the program before as I have just started my second year and used the software for my Foundation Year, but never used it with any great accomplishment (in my opinion) and still feel like I am learning the ropes in some ways.
However, I will be learning from Ken Lau who is my tutor for this module and going from the work he has done with the software previously, am sure am in safe enough hands to learn 3DS well enough, even though I consider myself more orientated towards design than 3D art. I will be uploading pictures of renders and models as the year progresses so in the immortal words of Kenan and Kel....."Awwwww herrre goes!"
I have used the program before as I have just started my second year and used the software for my Foundation Year, but never used it with any great accomplishment (in my opinion) and still feel like I am learning the ropes in some ways.
However, I will be learning from Ken Lau who is my tutor for this module and going from the work he has done with the software previously, am sure am in safe enough hands to learn 3DS well enough, even though I consider myself more orientated towards design than 3D art. I will be uploading pictures of renders and models as the year progresses so in the immortal words of Kenan and Kel....."Awwwww herrre goes!"
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