Category Archives: Uncategorized

UV map a minecraft block

To create the minecraft block, I created an empty polygon cube on the grid as seen on the screenshot below:

Screenshot of minecraft block no texture

I then used “Automatic Mapping” which is located under “Create UVs” drop down menu, I then selected the “UV Texture Editor” which is located in the “Window” drop down menu. I then saved a snapshot of the cube structure. Below is a screenshot of the “UV Texture Editor”:

Screenshot of minecraft block UV Texture Editor

Below is a screenshot of the UV snapshot in Photoshop:

Screenshot of a minecraft block UV map in ps

I then dragged the minecraft textures onto the UV map, below is a screenshot of it:

Screenshot of a minecraft block in UV map in photoshop

I created another lambert in “Hypershade”, then I selected the colour option so it will direct me to choose a file. Once I chosen the file, I then turned the “Hardware Texturing” on so we could see the mincraft cube. Below is a screenshot of the minecraft cube that I have created:

Screenshot of a minecraft block with texture

https://www.dropbox.com/s/s0oyk197gyd6vbl/Minecraft%20block.zip

Leave a comment

Filed under Uncategorized

Using bump maps on a pebble

By creating this pebble, I have learnt some new skills such as using “Surfaces”, “Bump Mapping” and “Mental Ray”. By using “Bump Mapping”, I could create a realistic object such as using bump map images on an object. In order to see the bump map, I used “Mental Ray” to see the bump map on the pebble. I have also provided couple of screenshots below:

To create the pebble, I used a “NURBS Sphere” and altered it by using the “Scale Tool” to flatten it a bit, I then used “Control Vertex”. To find “Control Vertex” feature, the user requires holding on to the right mouse button. After the pebble has been created, I then went onto the “Hypershade” and selected the first lambert. In the “Attribute Editor”, I selected the image file that I wanted to use in the “color” option and that created the pebble texture. Below is a screenshot of a pebble that I have created:

Screenshot of a pebble 1

To create the bump texture onto the pebble, go back to “Hypershade” and select the first lambert again, this time, I selected “Bump Mapping”. In “Bump Mapping”, I selected an image file and went back to the first lambert in “Hypershade”. I also selected “Mental Ray” in the “Render View”, I went back to the first lambert in the “Hypershade” and scrolled down to the “Bump Mapping” option, beneath that option, there are toggle features where I can toggle left or right such as “Diffuse”, “Translucence”, ” Translucence Depth” etc. Below is a screenshot of a pebble that I have created:

Screenshot of a pebble 2

https://www.dropbox.com/s/umh78qzd2ppc7o5/Pebble.zip

Leave a comment

Filed under Uncategorized

Using texture for the Earth and applying ozone reflection

To create this planet Earth with an ozone reflection, I used a polygon sphere which is located in the “Polygons” tab, I have also switched “Hardware Texturing” on which is located in the “Shading” drop down menu. I then selected the sphere and clicked on the “Rending” tab and selected “Blinn Material”. I then used “Hypershade”, double clicked on “Blinn1” (the Blinn material that I have created), I then added an image file in the colour section. After adding an image file, I went back onto “Hypershade” clicked on the Blinn material and selected the “Attribute Editor”, I then added an ozone colour reflection in the “Specular Color” under the “Specular Shading”.  At first the “Specular Color” was a grey colour so I changed it to a light green colour to make the earth more realistic.

Below is a screenshot of the Earth with an ozone reflection:

Screenshot of the Earth

https://www.dropbox.com/s/4plybjtwre8cp77/Earth.zip

Leave a comment

Filed under Uncategorized

The Little Shops Of Horrors live project

In this live project that we have been doing, we have been working with real actors. The live project that we have been doing as a group is the Little Shops Of Horrors, we have been using Maya software to produce the Little Shops Of Horrors. We could not have succeeded without working with the real actors and producing it at the same time. Even though I have not contributed much in this live project, I was involved in creating the objects along with Robert Ledden. Below are the following objects that I have been creating:

Screenshot of a bench

https://www.dropbox.com/s/37fm9lxiuo3d5ut/Bench.zip

Screenshot of a litter bin

https://www.dropbox.com/s/kfgwt8pw5ljnm3r/Litter%20bin.zip

Screenshot of a mailbox

https://www.dropbox.com/s/alp012lx5cdrhmh/Mailbox.zip

Screenshot of a manhole cover lid

https://www.dropbox.com/s/ps8mubuda4c59kt/manhole%20cover.zip

Screenshot of metal drain cover

https://www.dropbox.com/s/8r8h3eziop7wfs9/Metal%20drain%20cover.zip

Screenshot of mailbox

https://www.dropbox.com/s/i7oxs2m48qphskv/Postbox.zip

Below is a link to a word document that includes all of the websites that I have been visiting to gather the textures that I required for creating the objects:

https://www.dropbox.com/s/sf90cv9wpfdrfx5/Websites%20visited%20references%20for%20Little%20Shops%20Of%20Horrors%20object%20textures.docx

Leave a comment

Filed under Uncategorized

Lizard created in Mudbox

I was given a task of creating a lizard in Mudbox and exporting it to Maya, I have also animated the lizard in Maya.

To create the lizard, I have been using Mudbox. Below is a screenshot showing the Mudbox software that I have been using:

Screenshot of Mudbox

To create the lizard, I selected a reptile sculpture.  After the mesh has been created, I subdivided the level by pressing Shift + D on the keyboard or by selecting “Add New Subdivision Level” in the “Mesh” drop down menu. I subdivided my lizard mesh into three levels. To create the spikes on my lizard, I resized the sculpting tool (the circle pointer) down to a smaller size and selected “Grab” tool in the “Sculpting Tools” options. I then turned the “Mirror” option tool so I could have the spikes on both sides. I also created some spikes around the head. To create the scales, I used the “Spray” tool and created the scales down the spine. I used the “Knife” tool and pressed Ctrl on the keyboard at the same time or selected the “Invert Function” to create the mouth. I used the “Foamy” tool, I then resized the “Strength” and the “Size” of the circle pointer to create the shape of the eyebrows and the nose. For the nose, I turned on the “Mirror” option. I used the “Grab” tool and turned on the “Mirror” option, I resized the “Strength” and the “Size” of the circle pointer to create the pair of eyes.

Screenshot of a lizard in Mudbox without textures

I also added some textures onto the lizard to make it more realistic, below is a screenshot of the lizard that has been textured:

Screenshot of a lizard textured

Screenshot of a lizard textured and zoomed out

Screenshot of a lizard textured and zoomed in

I have exported the lizard into Maya, at first, the lizard was quite large, I then rescaled the lizard to make it smaller. Below is a screenshot of the lizard in Maya:

Screenshot of a lizard in Maya

Below is a screenshot of the lizard that I have zoomed in:

Screenshot of a lizard zoomed in, in Maya

I have also created a wall for the lizard to smash through, I have also animated both the lizard and the wall. Below is a screenshot showing a wall and the lizard:

Screenshot of a lizard with a wall in Maya

https://www.dropbox.com/s/xm0ieg8svxe1a5e/Lizard.zip

Leave a comment

Filed under Uncategorized

Texturing and UV map a lego man version 2 – part of micro modelling

I have created a second version of a lego man, I used the same procedure as the lego man on version 1.

I created a UV map of the face as seen on the screenshot below:

Screenshot of a lego man UV Texture Editor face structure

After creating a UV map for the lego man face, I then dragged the UV map in Photoshop, I also locked the background so I cannot edit it, I coloured the background in pink and also dragged my face onto the UV map. Below is a screenshot of my face in Photoshop with the background coloured in:

Screenshot of a lego man face in photoshop

After colouring in the background and placed my face on the UV map, I then assigned that UV map on to my lego man face by using “Hypershade” and import an image file in there and assigned it to my lego man face. I also selected the faces of the front body that I wanted to UV map and I also selected “Automatic Mapping”. I then selected “UV Texture Editor” so I could save a snapshot of the UV map. Below is a screenshot of my face and the head coloured in, and also the “UV Texture Editor” of the front body faces:

Screenshot of a lego man UV Texture Editor front body structure

After creating the front body structure of the UV map, I then dragged the UV map onto Photoshop. I coloured in the front body of the UV map, and dragged an image of a superman symbol that I had in Photoshop, onto the UV map. Below is a screenshot of it:

Screenshot of a lego man front in photoshop

After UV mapping the symbol onto the front body, I then applied the UV map onto the lego man. Below is a screenshot of the front body that has been UV mapped:

Screenshot of a lego man with superman symbol

I created a red cape for the lego superman and imported it to the lego man, I created an “Automatic Mapping” for the cape and used the “UV Texture Editor” as seen on the screenshot below:

Screenshot of a red cape in UV Texture Editor

After creating the UV map for the cape, I then dragged the UV map onto Photoshop. I coloured in the cape with a red colour and dragged the symbol onto the cape and resized the symbol so it is not too large to fit on to the cape. Below is a screenshot of it:

Screenshot of a red cape with the superman logo in photoshop with background coloured

After UV mapping the symbol onto the cape, I then applied the UV map onto the cape. Below is a screenshot of a cape that has been UV mapped:

Screenshot of a red cape UV mapped with a superman symbol

Below is a screenshot of a lego man, superman, that has been textured and UV mapped:

Screenshot of a lego man with texture

https://www.dropbox.com/s/qtuyd5nksl7gksa/Lego%20man%20version%202.zip

Leave a comment

Filed under Uncategorized

Texturing and UV map a lego man version 1 – part of micro modelling

I was given a model of a lego man and was asked to UV map my face on it, the model that I was given was not textured. Below is a screenshot of a lego man without textures:

Screenshot of a lego man with no texture

To UV map my face on the lego man, I started off by selecting parts of the face that I wanted to UV map, I then selected “Automatic Mapping” which is located in the “Create UVs” under the “Polygons” drop down menu in Maya. After doing that,  I then went onto “UV Texture Editor” which is located in “Window” drop down menu.

Screenshot of a lego man UV Texture Editor of the lego face structure

After saving the UV snapshot of the UV map, I then opened Photoshop and dragged my UV map snapshot that I created into Photoshop.

Screenshot of a lego man UV map in photoshop

I then dragged a photo of my face into Photoshop, and deleted the bits that I did not want to be included in the UV map. I also locked the background as well so I cannot edit the UV map, as seen on the screenshot below.

Screenshot of my face in photoshop UV map

I then went back to Maya, I selected “Hypershade” which is located in “Window” drop down menu and then in “Rendering Editors”. I selected a lambert within “Hypershade”, I doubled clicked the lambert so I could go into the colour option, I selected a file option to select an image that I created in my folder. I then assigned the UV map to my lego face. When I assigned it, I realised it was the wrong way, below is a screenshot of it:

Screenshot of a lego man face displayed wrongly

I went back to Photoshop to correct it, I turned my face to 90 degrees as seen on the screenshot below:

Screenshot of my face in the UV map in photoshop

After turning my face to 90 degrees, I then went back into Maya, I broke the connection to the UV map image that I created before, I then applied the new UV map image onto the lego man. Below is a screenshot of a lego man face that is displayed correctly:

Screenshot of a lego man face displayed correctly

I then coloured the rest of the body, there are a couple of features on the lego man, I used reference images to create the superman symbol and also the red cape. For the cape and the symbol, I imported the objects that I created onto the lego man. For the symbol, I rescaled it down to make it smaller for the front body. Below is a screenshot of a lego superman with a superman symbol on the front body, and the cape:

Screenshot of a lego superman with face

I duplicated the superman symbol on the front body, I then placed one on the red cape. I then rescaled the size to make it a bit larger on the cape as seen on the screenshot below:

Screenshot of a lego superman with texture - back

https://www.dropbox.com/s/2nqk43jdi6atbau/Lego%20man.zip

Below is a screenshot of a red cape that I have created using a reference image:

Screenshot of a red cape with reference image with side view

Screenshot of a red cape with reference image

Screenshot of a red cape

https://www.dropbox.com/s/g702s1t6426x4qg/Red%20cape.zip

Below is a screenshot of a superman symbol that I have created using a reference image:

Superman logo

Superman logo rotated with reference plane

Superman logo rotated

https://www.dropbox.com/s/hiht3qbczpfok8z/Superman%20logo.zip

Leave a comment

Filed under Uncategorized

Micro modelling part 2

After when I and our team have created the lego pieces, I then gathered all of the pieces together ready to create an airplane model. Below is a screenshot of all of the pieces that I have gathered together:

Screenshot of the lego pieces

After the pieces were gathered together, I started assembling them all to make an airplane. Below is a screenshot of an airplane that I have assembled:

Screenshot of an airplane

I have also used mental ray to make the airplane look more realistic but the black bits are harder to see so I have provided a screenshot of an airplane model. Below is a screenshot of an airplane model:

Screenshot of a lego airplane reference

Below is a screenshot of an airplane that I assembled:

Screenshot of an airplane in mental ray showing the right side

Screenshot of an airplane in mental ray showing the left side

https://www.dropbox.com/s/bhqyuzqh1hlzxfr/Airplane.zip

Leave a comment

Filed under Uncategorized

Group task – Micro modelling

For the micro modelling of recreating lego pieces, I have used the two lego pieces that my team mates have created as reference as reference lego pieces. Below are screenshots of the lego pieces that I have completed:

Screenshot of a yellow cuboid with 2 studs

https://www.dropbox.com/s/qyl4tavuyxie68c/300424%20-%20Yellow%20cuboid%20with%202%20studs.zip

To create the above lego piece, I used two of the reference pieces that my team mates have created to measure the approximate width and height for the polygon cube. I also measured the approximate radius for the two polygon cylinder studs.

Screenshot of a yellow transparent cube

https://www.dropbox.com/s/9iuijiri2hos2fo/3003944%20-%20Yellow%20transparent%20cube.zip

To create the above cube lego, I measured the approximate width and height by using the reference pieces that my team mates have created. I then set the yellow colour for the lego and then set transparency.

Screenshot of a small yellow slide down brick

https://www.dropbox.com/s/6o3f7lwhvrg65ky/4504381%20-%20Small%20yellow%20slide%20down%20brick.zip

To create the above lego piece, I used a polygon cube, then I measured the approximate width and height for the cube. I copied and pasted the first cube to create a second cube, I then placed the cube slightly higher than the first cube, rotated it slightly downwards and scaled the sides a bit larger so I be able to create the slope for the lego piece. Below is a screenshot:

Screenshot of a small yellow slide down brick - 1

Screenshot of a large yellow slide down brick

https://www.dropbox.com/s/fpucwtcau6r4jcb/4550348%20-%20Large%20yellow%20slide%20down%20brick.zip

To create the above lego piece, I used the same method as I did on the forth screenshot.

Screenshot of yellow cone lego piece

https://www.dropbox.com/s/898qo9aezxdwwk8/6022159%20-%20Yellow%20cone.zip

The screenshot above, I have used a different technique to create the cone shape lego piece. To create this cone shape lego piece, I used one of the lego pieces that I have created as seen in my first screenshot. I then duplicated the lego piece, placed two lego pieces together, I then created a polygon cone on top of the two lego pieces to align the cone up to the approximate size for the cone shape. I then used a polygon cube to create the gaps.

To create the stud at the top of the cone, I used a polygon cylinder, I then copied and pasted the cylinder to create a second cylinder. I used the second cylinder to make it smaller and also raised it higher than the first cylinder, I highlighted the first and second cylinder, then I used the Difference tool to create that stud.

Screenshot of an Angular Plate

https://www.dropbox.com/s/y4efgzdyk1cgwbe/6000606%20-%20Angular%20Plate.zip

To create the above lego piece, I measured the approximate width and height for the cube by using the reference pieces that my team mates have created. I then copied and pasted the first cube to create a second cube, I then used the second cube to align it horizontally and then attach it to the first cube. I also scaled the first cube to make it thinner than the second cube.
For the two studs on the second cube, I used one polygon cylinder, copied and pasted it, scaled it smaller than the first cylinder, I then made the second cylinder longer, moved it higher a bit and used the Difference tool to create the internal part of the cylinder to create the stud. I then placed the stud on to the second cube. I also duplicated the first stud to create a second stud and placed it opposite to the first stud.

For the other two studs on the first cube, I created a polygon cylinder as a stud, placed it on the left side of the cube, I then duplicated the first stud and placed it on the right side of the cube as a second stud.

For the entire lego piece, I grouped it together by using union which is located in the “Mesh” drop down menu and then in “Booleans” and then in “Union”.

Leave a comment

Filed under Uncategorized

3D model track exercise

For this Maya track model exercise, we had to use a 2D track image into a 3D model.

To create the track, I have used the the nurbs plane and a 2D track image as reference. I have also used polygon cube to create the track, I have also used “Wedge Face” tool and “Extrude” tool in creating the 3D track model. Below are couple of screenshots showing the 3D track model:

Screenshot of a track - 1

Screenshot of a track - 2

https://www.dropbox.com/s/qd7z0qcy7cbdmi6/Track.zip

Leave a comment

Filed under Uncategorized