Monday, 4 April 2016

3D Modelling: Time Machine High Poly and Low Poly

Perspective View
Front View
Side View
Top View














This is the original model in Maya. It doesn't have a lot or any details really due to the fact I wanted to basicallydestroy the basic model created in Maya to remould it into a glove. I wanted to keep the cuff as close to how it has been modeled in Maya as it would be an object with hard edges.

This model was then imported into zBrush and crafted into my idea.
The fingerless gloves were decided due to the point at the top of the index finger, what would be used to "rip" a portal to a new time. It was also easier to build this way. I tried to mould the glove's as similar to that of a hand's as possible, with the bump and creases in the palms etc. I also tried to make it more obvious where I wanted holes for the gloves as I didn't hollow them completely out.

Primitive View
Back View
Front View
Left View
Right View













Primitive View
Front View
Back View






















The high poly zBrush model was then decimated and imported into Maya and a low poly model was created. I encountered some issues with ngons but it should all be fixed now and the model should hopefully unwrap rather smoothly.

Side View
Top View





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.

Sunday, 28 February 2016

3D Modelling: Column Design and Model


These are some of the references I used to create ideas for my column.

I wanted to do something simple so I could focus on the technical side of things and get the hang of the process before doing things more completed which I know would only stress me out...
Primitive Preview

After creating different iterations, I set on modelling the column in Maya.

I don't know if it's the simple design I chose or the fact that I may not be no longer such a beginner with Maya but things like adding edge loops and snapping shapes to others seemed much more easier than the other times I used Maya.

Although this design isn't a difficult one, making this piece has given me more confidence to create something more elegant with more features in the future. I know understand more about how to do things and the features and keys/shortcuts  in Maya and what they do and how to use them.

I'm still not very confident though, but I think I'm getting there. I just need more practice.. and more time!

Front View
Side View
Smooth Preview

Sunday, 31 January 2016

3D Modelling: Vintage Telephone

Smooth Preview
Side View


Front View
Top View
All the proportions of this vintage telephone are completely wrong, I mean, realistically you wouldn't be able to actually use this phone. Not to mention it doesn't have a cord...
I tried to fix various parts of it but it wouldn't work out.


There are a lot of issues with this model, not only the size and proportions and probably some technical issues too.

I have no idea what happened in this last picture,
I couldn't figure out how to cut in the floating geometry, it didn't really work out the way I wanted it so I kept it as it is.

I'm compiling a list of things I need to work on, scaling in importance, although it is basically everything. Most of it is pretty obvious from my pieces.

Sunday, 17 January 2016

3D Modelling: Barrel Texturing

Primitive Preview
Side View


Top View




















This barrel is very lack-luster.
I tried to go for a futuristic, clean looking barrel, but there wasn't much shading and therefore hasn't turned out well at all.
I plan to go back and visit this to put a lot more detail into this piece.
The sides and top of the barrel I think are okay, as well as the bands around the outside of it. However, overall, the shading could be improved as well as the actual colours.

For me, this piece was mostly to get used to painting and comparing the details in Photoshop to the texture on the 3D model and applying it.
I didn't focus too much on the actual painting side of things, which I will do in future models.




I feel like I've been a bit strapped for time since I started this unit and I'm really not sure why. There seems to be a lot going on but also not a lot, which is strange, but I am determined to go back and practice a lot of what we've learned.