Showing posts with label Unit 5. Show all posts
Showing posts with label Unit 5. Show all posts

Thursday, 26 April 2018

Bird Model

I made an Bird Model in class so we had a another animal added into the game so the environment was more filled and had a more realistic real to what it might be like surviving in a forest.

I started of with a simple 20X20X20 box in 3DS Max which had two segments I deleted one of the segments which left me with the other half which was hollow, I then used the mirror tool and mirrored the shape I made the mirrored section a instance so that meant anything I did to the original half would happen to the other half. After mirroring I extruded  a bit from each side and moved them about to add small details. I extruded three sections at the front section and moved them about and resized sections so I had a basic idea of what section was which, The wings where made up of four sections on each side and tail was made up of 3 sections which I resized to be bigger and look like a fan shape.

After making the basic model I started adjusting sections and using the chamfer tool. I grabbed the vertex's on the wings and adjusted them to look more like wings so they where curved I also moved them so they where tilted I also tilted the tail feathers so the model wasn't to flat and had a bit of shape to it. After that I went to the bottom of the bird and used the chamfer tool at the bottom of the bird near the back and then extruded and adjusted to form legs.

After that I turbo smoothed the object and adjusted anything that seemed out of place.



Thursday, 19 April 2018

Pillar and wolf

I finished up making my wolf model and made a pillar to put into the forest level of the game  to make it more full and not just trees and a few bears.

When making the wolf I just went through the same process as I did with making the bear but used wolf pictures as reference this time.
I also looked at a picture of a wolf's bone structure so when it came to animating it  i had a basic Idea of which way I have to draw the bones.


I also made a pillar in class which I made by getting a cube and adjusting it to be a bit bigger then the measurements of an average human. (h:160,w:50,l:30). I then put a unwrap UVW onto it so I could put a texture on it, I then flattened it, then rendered it into a PNG to put into Photoshop  so I could put the texture onto it, After putting the texture on I saved it as a Bitmap and put it on to one of the spheres in the material editor using diffuse which I dragged onto the cuboid and it applied the texture on to.

Texture
UVW Map


UVW Map and texture
Pillar 

Thursday, 15 February 2018

Bear models

I got a side view and a front view and saved them as bitmaps, and put them onto Photoshop to adjust sizes of the image
I then went onto 3DS max and made two planes which was measured up to the sizes of the images I selected, I then turned the images I found and made them into materials and applied them to planes as UVW Maps by dragging and drooping them on I turned the view into perspective, wired frame, shaded, and changed the opacity of the planes with images to 50, I then reset the position of them both to zero and then adjusted so I could use them as guides. (I also used a skeleton as reference so i could model it to look a bit more accurate to the structure of a bear)




I then got a cube which I put around where the center of the side profile was and adjusted the vertices to the part of the body  and then extruded on the faces and adjusted them to match the rest of the body. I then had to delete one side of the side faces then mirror the side and turn it into an instance so what ever I did to one side would happen to the over.

I then turned to the front and selected the vertices and brought them in so they had some shape I would keep doing this but I would remove a few vertices each time to give shape. I also grabbed some of the faces on the side of the body and extruded them to give more shape to the body, after extruding the sides of the I selected the faces of the bottom of the extrude sections to form the legs this is where I looked at the skeleton for reference to see which way the shape of the legs should bend when modeling and adjusting the vertices. 



I then went back to the head and used chamfer on one of the vertices to make an ear like shape, which I used extrude to pull it out and bevel to make it more rounded. Then go back to the legs and shape them to look more realistic.After that make a copy of one of the sides and mirror, which should make it so the legs are no longer joined together and should have a gap between them.

I then looked at it from above and head on to adjust the back to look like it had a spine in it so it looked a bit more realistic, I also adjusted section on the neck and face, so the bit that's close to the body was pulled out a bit to look meaty and the part where the jaw is was pulled into to make it look like a bears mouth, I also pulled the stomach down a bit to give it more fat, after that I added a tail and turbo smoothed it to look rounded and more realistic.






Wednesday, 31 January 2018

Adobe fuse and Mixamo

In the lesson today I went onto  Adobe fuse and made a customized male character that would be used as the human model for the game in the forest level. I made the character where winter like clothes so he would fit into the cold environment in the forest.






After making the model I went into mixamo and found different actions and poses  that could be used for the character, The main poses and actions would be a walking, running, injured, dying, and exhausted.


Wednesday, 24 January 2018

Schedule


Basic schedule for term 1 I might not stick to it completely but its there as a guideline.


Thursday, 18 January 2018

Drawings and models

drawing of a torch and battery so I had and idea of what  wanted I also got an  image of what I wanted to design. I wanted to make one of the old big and clunky torches that look like they could do damage if you hit some one with them.
Old torch 

concept drawings 



models 
The models for both the torch and battery used cylinders and cones. I made the scaling to a box that had the height of 160 cm 50 cm width and 30 cm length then measured it to what I thought the size of the torch would be to a person. 
Torch

Battery



Wednesday, 17 January 2018

Bridge

Drawing to show a simple guide line on what I want the bridge to look like if not similar to it.

Side and Birds eye view of the bridge

Underside of the bridge.


In the lesson today I made a bridge which consisted of 50+ cubes and cuboids In making the bridge I made 5 different cuboids which all got duplicated a lot. Some shapes got used on two times while others duplicated 10+.
each shape used
I measured each shape to a cuboid which had the measurements of 160 cm, 50 cm, 30 cm. (height,width, length.) The light green board was used as the panels for the floor/path of the bridge. The blue board is the horizontal hand rail, and the red board is the vertical part of the hand rail. The darker green board is part of the under support.