Sunday, 28 February 2010

Understanding Maya

Human smooth

Human Low Poly

Modeling Human


This human had be be very low poly because then it could be smoothed. I modeled the human using Mel Scripting. the human i used for reference was Wonder woman. This piece of concept was ideal for modeling the human because all the measurements of the body are the same from different angles of the wonder woman figure.

Thursday, 25 February 2010

Boat Show

Yesterday I went to the Boat show at the N.E.C. I collected a lot of brochures and leaflets. I also found renders and models of boats which are very handy for this project. Some of these renders are in my sketchpad. 
There were also lots of videos showing boats. this will help me for how a boat can be animated moving through water.

Wednesday, 24 February 2010

Hyper-shader


It is important that you name every texture you do because it will cause confusion and also if you are importing objects in, you may have two textures with the same name and they could overwrite each other.

Environment



Engine and Frame Work

Then I built a new Frame and engine in the same shape but a lot less faces  





Tires

I scrapped my tires because they I had extruded the treads and smoothed them which added around 1000 faces to the Chike. The best way was to show a grip by bump mapping the texture.



 

Problem


Once the Chike was complete. I smoothed it and I noticed that there was way too many faces and this would slow my rendering right down. I had to build new parts. 

Understanding Maya

Building The Chike 

The first thing I do is make sure that the file will be set to the right project. I then plan what parts of the Trike I will build first. I start with building the body. I choose the polygon cube and then scale it to a thin tube shape. Inserting the edge loop tool gives me extra faces so I can extrude each part I want. When I have extruded, I rotate the polygon to the angle I want it. I do the same process with the rest of the frame work and engine. 

If you don’t do the tires as low poly as you can it can add too many faces to the vehicle. So I chose to bump map my tires which gives a good grip effect. It Is important that you keep saving the scene in case the software crashes.


Once the model is built I texture it from the Hypershader. It is important that you name every texture you do because it will cause confusion and also if you are importing objects in to another environment, you may have two textures with the same name and they could overwrite each other. I chose Blinn’s for all the framework. I added a file to one Blinn using a rusty texture which was a jpeg. Once that file was placed I used automatic mapping which sets the UV texturing in the right place  It is also important that you change the components of the texture so it is right for what you have built, for example, Reflectivity. There was a light on the front of the Trike so I added a glow texture. Once everything is built, I want my Trike to be rendered in the best quality so I turn on the Mental Ray option from the plug in manager. Once it’s rendered I can save the image.

I then built the handle bars by using the polygon Cube and then extruding it. 

Then i added the textures. I wanted a rustic look for my Chike so I used the Noise Texture and altered the components.  
Part of my animation is in dusk so I added a light by using the Glow from the Hyper-shader.

Chike Stage 2 - Handle Bars and Texturing

Building the Chike

I had already designed my tires so I imported them into the first part of my Chike - the body and engine



vehicles - Boat

After the objects were complete I started to build my vehicles... 
I started with the speed boat. I went back to my concept art of the boat so It could reference to the shape and the appearance of the boat.
I was very pleased with this model because it is very low poly and it looks professional.





Objects Complete to Import

photo
palm-tree
old boat
broken fence


coconut

Tuesday, 23 February 2010

Mental Ray

Mental Ray offers physically accurate lighting for photorealistic rendering of images. Also a distributed rendering solution that works independently of certain Autodesk 3D software through a command-line interface. A robust shading language that enables you to extend the extensive shader library in Autodesk 3D software to create desired rendering effects. Mental Ray is an industry-standard rendering software found in leading film, broadcast, web multimedia and marketing, and design visualization facilities around the world.

Maya Rendering

Rendering is the process of creating an image or sequence of images from a scene.

  • Software Rendering

Maya's software renderer is an advanced, multi-threaded renderer. It is a hybrid renderer, offering true raytracing plus the speed advantages of a scan-line renderer.

The Maya software renderer supports all of the various entity types found within Maya including particles, various geometry and paint effects and fluid effects. It also has a robust API for the addition of customer-programmed effects.

Wednesday, 10 February 2010

All Modeling

I will try to keep each object in the lowest possible poly. I do this so all rendering will be faster and this will reduce any unforeseen problems that could occur.

Sunday, 7 February 2010

Objects

I will start by listing what objects I am going to have on my beach. Once they are complete I will import them into the environment I design.

  • Palm trees
  • coconuts 
  • old boats 
  • broken fence

Vehicles

The vehicles I am modeling and animating will be a Trike and a Speed Boat. 


Friday, 5 February 2010

Maya


Maya is 3D computer graphics and 3D modeling software.
All this stage of the project will be done in this software.