Friday, 18 March 2016

3D Modelling: Time Machine Design


Part of the reason why I wanted to create something like this is because I thought I needed to make something a bit more complicated than what I did with the column, in hope that I may be able to showcase more.. ability I guess, even though I'm still having a bit of trouble with the low poly model of the column. So I hope I figure it out and am able to do this to the time schedule. Another reason as to why I would like to make a glove type thing, instead of a watch-like object is I thought I may as well use this time to try drawing hands!


At the first creation of the design, each finger had a sharp end to it, however I restricted it to just the index finger. My idea is that once the time/date is set then the user draws into thin air, 'ripping' open a seam which they can them step through. I may reduce these to just the sharp one for the index finger. These initial designs don't show it very well but they, or it, will be linked inside the glove, and as the glove is quite old, it would be tattered, therefore the wires or connection inside it would be seen. I'd like to spend a lot more time on 2D, well as much as I can but that is far too much time and I need to move onto creating the model in Maya.
I have not quite yet decided what the cuff's material will be but I am leaning more towards metal rather than leather. Why I decided on leather initially was so that the metal dial would stand out more on the cuff. Perhaps instead of the chain link type things on the wrist side of the bracelet, I will use metal to connect it (this is where the bracelet snaps on after putting on the glove part), and if I were to do that then the leather would make a much more ideal material.



I guess modelling this on Maya would be easier to do it over a hand but I think if I got the measurements and proportions right, it wouldn't really matter... I just hope that I can.

Tuesday, 15 March 2016

BA1B Pre-Time Machine/Post Column Process Report

My current work stage is the task of cutting in the decimated zBrush column into a Maya column to create the Low Poly Model. I'm having a bit of trouble connecting the bottom part of the column and some of the edges wouldn't connect so I'm going to try a different method and do it along side my time machine, as a sort of "break-but not break" I guess, and after I complete a set amount of work each day.

This is a rough timetable of how I would ideally like my stages to be complete:
Week 1 (14th) - Design + High Poly
Week 2 (21st) - zBrush + Low Poly
Week 3 (28th) - Texture + Baking
Week 4 (4th) - Materials
Week 5 (11th) - Fixtures

Of course this is subject to change and I will keep a more detailed itinerary in my phone as the time that it takes to build my models depends on what I actually design. I can finish stages and start things early but I don't want to run overboard, if I were to give myself some leeway on the Low Poly as I know I have an event that weekend so perhaps a day or two over.

Ideal times I would like to finish/give to stages:
Monday 14th March -> Friday 18th March - Design
Saturday 18th March -> Tuesday 22nd March - High Poly Model
Wednesday 23rd March -> Thursday 24th March - ZBrush

(This is when I'd like to have my column completely and definitely finished so I can do the Low Poly model of the time machine having had more experience in this section and not have to worry about doing two sets of low poly models, textures and materials at once.)

Friday 25th April -> Monday 4th April - Low Poly
Tuesday 5th April -> Wednesday 6th April - Textures and Baking
Thursday 7th April -> Wednesday 13th April - Materials
Thursday 14th April -> Sunday 17th April - Fixtures/Finishing

After each step I have competed, I will write a blog and if I were not to complete a piece in the time allotted, then I will create a post at the time explaining. These posts will also talk about how I found working to these certain time constraints I have given myself.
I have so much work to do! I guess this will help with my time management. I guess I'll jump straight into it:

Friday, 4 March 2016

3D Modelling: Column Sculpture


Here is the zBrush sculpture I created after modeling my column in Maya. These four screenshots show the damage from each view of the column. This is without texture or noise and has the standard brown clay material featured in the zBrush settings.
After refining the sculpture, I decimated down to around 1000 points to get this Medium Poly Model. I used the default zBrush material so it would be easier to see how the column looked while I decimated it. This has been saved as an .OBJ and will be cut into Maya to make the Low Poly Model.


Sometimes I felt as though I didn't include enough wear and tear on my column but again, as these things are the first times I'm doing them, I'd like to make them pretty simple in order to not overwhelm and so I can learn the processes with as little issues and confusion as possible.