Categories
Advanced & Experimental Group

FINAL RENDERS & RESULTS

Reflection

Overall, I am very happy with my role as a CG model within my group. I think that I was able to achieve what my group needed and I was able to contribute properly to the requirements of my group. I learned a lot throughout this process, especially my skills within substance painter. Some of the most useful things I learned was 

  • Uv mapping 
  • Modeling 
  • Substance painter 
  • Lighting within maya
  • Collaboration with other

Prior to this project I had not successfully UV mapped a model before,  although with the help of coursemates and online tutorials I was able to wrap my head around the concept and understand its importance as a modeler. 

I also honed in and improved my modeling skills, there were some specific tools that i think i was able to get a much better grip on than i had before such as

  • Splice
  • Using multiple objects to build 
  • Scaling 
  • Sculpting tools
  • Attribute editor 
  • Texturing 
  • Extrusions
  • UV mapping 
  • Exporting 

One of the main things that I was able to improve on was my ability to collaborate without those on a 3D project. I felt that before I had limited understanding on how to bounce objects and files between people in order to collaborate properly. I was able to learn how to work with others on getting feedback and improving the end result of my projects by asking for opinions, feedback and constructive criticism.

The three different objects that I modeled were a coffee table a couch and a stack of Internet servers. I would say that my most difficult object to model was the coffee table as this model had multiple different layers to it which made it difficult to UV map and texture properly.

 I particularly enjoyed creating the couch as it was a clean process as I had a strong reference to go off of. I actually ended up completely redoing the original couch I had made as it was the first model that I attempted to create and my original design was not accurate enough to the reference. when I went for a second attempt I got a much better result as I was following much closer to what my group needed and therefore I was more confident in my modeling.

 Overall I feel like I have learned a lot from this project and I am very happy with the result. The feedback from my group has been positive and I am looking forward to doing more modeling in the future and I am very keen to continue learning my skills within this area of 3D.

Categories
Advanced & Experimental Group

SERVER BUILD

REFERENCE

For the construction of the model, i wanted to ensure i had a very simple approach and not overcomplicate the shape.

I use the cylinder shape to make this handle and then curved it.

I then used the slice tool to cut shapes out of the servers and extrude them backwards

i also added separate objects to create buttons and other features

The servers were then duplicated at the the same distance so they were a consistent height.

This was the final render of the server in Substance painter, at this point it had been UV Mapped out and textured with a metallic finish to comply with the reference.

Categories
Advanced & Experimental Group

Tracking Footage

As i am a look Dev Artist for this group project i am only tracking the footage in order to show that i am capable of tracking within 3DE.

I will track the footage

bring it into Nuke Compositer

Add some tracked Objects

Export file and place here

Opening up 3DE equalizer R7

Importing footage into the project

Beginning Tracking of file

Add contrast tio help track

Begining tracking everything.

I know have 27 points tracking forward

i will now track the rest of the points backwards

i now have just under 100 trakcing amrkers

Currently my number is too high, i want to get it down to 0.5000 range, to ensure it is accurate enough to track within Nuke.

I will do this by removing and improving certain trackers within the project.

this should smooth out the graph and ensure there are not gaps in the calculation graph as well as seen above.

My points are now under 0.6000 meaning it is accurate enough to begin the process of adding the lens distrotion info provided by christos.

Now i am adding the lens distortion measurements to ensure that the tracking is accurate to the camera it was filmed on.

I will now add some geometry to help with the import to Maya.

File ready to be exported and imported into Maya.

these are my tacekrs

Just had a discord meeting with dom

his main points to me were

  • track the edges fo the room
  • ensure that equalizer is able to understand the corners and walls of the room
  • end points that go out of frame and then restart them if they come back in
  • aim to have points all long the floor against the wall and each corner of the room

After this short call i was able to get a fresh perspective eon how to track this properly and i am now feeling more confident in getting it done.

This is a better reference as it highlights all the locations that need to be tracked better.

im planning to use the contrast in image controls to help point these markers.

Categories
Advanced & Experimental Group

Texturing and UV mapping couch

Import .FBX file

Ensure there are no duplicate objects

Rename Objects properly

make sure hyper shade is tidy

UV’S Laid out

ready for textruing

Applied UV to all objects within

Export and bring into substance

Categories
Advanced & Experimental Group Uncategorised

Building Process of Sofa Table

  • Next I am modelling the sofa for my group
  • I want to take transportation from my original design but also ensure that i am following the references i found and was given
  • it is also important that it matches the coffee table i made
  • it should match in
  • scale
  • colors
  • materials
  • height

Original Design Concept

This design was approved by Daniel L our CG lead

Table that it should match

Coffee Table Details

Scale : Knee height using mannequin as a reference


Colors : Metallic blue Glass transparent Blue


Materials : glass and Metallic grip

Sofa Match Details/Plans

Scale : seat slightly higher than coffee table and backrest to scale

Color : Blue and white

Materials : Metallic Grip, White leather, Blue stitching.

Building Process

  • Import Mannequin for Scale
  • add subdivisions

Extrude faces on top ensuring that no other faces are selected

(save)

Use Multi Cut to create a triangular shape for the couch

Cut off sections and bridge them back together

Bevel Edges to make them appear more more round

Change of Plan.

I am restarting this couch and building it in seperate objects.

i was running into issues with modelling this one and have decided to start from scratch following the reference more closely.

For this build i am going to ensure that i am building the couch with different objects, this allows me more versatility in the design

It also makes any adjustments much easier

This will also help with texturing and coloring.

Finding basic Shape

Extruding edges

Designing pillows and adding segments to create a rounded off edge resembling a cushion

Ensuring that all the pillows match in size, are cohesive with each other, i did this by duplicating them, selecting them all and then stretching to the right size.

Here i have added an extra border around the cushions, this was taken from the reference.

I really wanted to stay close tot eh reference and not stray away from it too far.

This is important so that my group does not have to deal with surprises.

Working on the upper shape of the backrest.

Building the top part of the backrest.

I did this curved corner by multi cut a rectangle at 80% and then extrude the second half at a 90 degree angle, they were then rounded of by segments.

I also rounded off the armrests.

Time to texture

Coloring and texturing pillows using Standard surface – Preset – “milk”

I have now texutred the couch

  • i am happy with the similarities between it and the references
  • this is a centered .fbx file
  • cohesive colors that match the table
  • build is simple and matches the theme
Categories
Advanced & Experimental Group

Coffee Table Reconstruction

  • design of coffee table needed to be changed
  • the vertices of the hole in the middle of the table became quite difficult to manage fro our scene
  • today i will be removing the hole in order to make it easier to place within the scene.

  • Removing hole in the middle with Ctrl + Backspace
  • straighten out edges
  • and bridge all gaps
  • add edges back in
  • tidy up edges and ensure all bridge is done accurately
  • all new multi cuts are too the edge properly
  • new table top without hole in the middle
  • clear history
  • freeze transforms
  • redo UV’s
  • Creating new UV to ensure that texture displays properly
  • Export and Open the file in Adobe Substance 3D Painter

Added a Fill Layer and using a smart texture add “iron Pure” texture

add a second fill layer wiht a black mask to add alpha rusty texture

Adding “Grunge Dirt Scratchy” on a second fill layer, snapping to object and putting it in “Horizontal Tiling” tiling mode to cover the object.

Rename Layers

Result of Texturing In Adobe Substance Painter

Added back Into Maya and Exported

Maya file and .FBX file uploaded to group google drive

This is the redsign of the table legs.

I decided to go back and retry a simpler design.

Categories
Advanced & Experimental Group

Building Process of Coffee Table

I have decide to model the table first. the reason for this is one of my group members needs it as a reference for her work.

i also really like the desing and want to start here

I am using this model to reference the scale of the table.

  • the table will be like a coffee table size rather than a desk.
  • This is the glass layer on top
  • it has multi-cut and then segmented edges
  • AI standard surface – glass – color blue
  • 50% replacement to ensure glass is see through
  • Create a shape that will compliment the glass on top
  • snap object to glass
  • add multicut sections and segments to follow original design concept and theme

  • create a negative section
  • add beveled edge – 1 section
  • texture

Texture using UV Editor in order to get a more interesting look that is more on theme.

This was the texture i chose (referenced below)

  • connect nodes within hypershade.

texture applied to shells

Currently building the leg of the table, which will follow the sharp edged theme.

the leg must be

  • metallic
  • sharp edged
  • angled and similar to the cutout of the table
  • low to the floor like coffee table
  • duplicated

Leg made originating from a cube,

  • 10 subdivisions added
  • shape to rectangle
  • move vertexes to add angles
  • using multi cut add shapes negatively to fit theme
  • extend legs from balance
  • bridge all gaps
  • AI standard surface – metallic
  • i was happy with the result although Daniel pointed out that the inside of the legs were bridged from top to bottom therefore the faces were not aligned properly and could cause problems later on
  • i went back and fixed this
  • this was not a visual issue but may cause issues later on if adjustments were required to be made.

Final Result

  • Checked with my group that they were happy with the look and scale.
  • Viewed through Arnold Render View

  • show transparent wireframe
  • group object
  • snap to grid
  • ensure that the legs are consistent with the ground

  • Group
  • Rename – Lowfi_DOM_coffeetable _1

  • export the project to a specific folder
  • choose FBX export (this image shows the wrong one, but it was exported as FBX)

Drop the FBX Version 1 file into the group google drive.

References

Categories
Advanced & Experimental Group

Online Tracking Class with Dom

Notes and Learning from Discord Class

we have tracked before as you can see in my blogs, here Dom was going through tracking again and giving extra tips on improving tracking for CG

this is the clip we will be using for adding CG to for our assignment

Things learned in this call

  • research further into matchmove it puts you ahead as a VFX artist in the industry
  • track this composition yourself for the assignment and make sure i understand how to matchmove properly and move projects and cameras from 3DE to maya and nuke
  • Always resize tracing squares when using tracking markers they often mistake other markers for the one your trying to track
  • break tracking down into areas – start with the ground and move to walls
  • he went through legacy view again
  • try and match horizon to ground
  • To match horizons go -> view – side view – select camera – rotate camera to flat – snap to origin – the shot should now be level.
  • alternatively go -> edit – align 3 points to – XY Plane
  • always put way to many points in the – the more the better always, you will need to remove some of them almost every time. if all your bad points are on the wall and you need to turn them of the result will be substandard. MORE POINTS BETTER RESULT
  • ideally always have a good foreground mid ground and background tracking
  • wherever you plan to add CG you need at least 5 or 6 trackers (for example if you were adding a window to this shot)
  • always use JPEGS when exporting into other projects

Categories
Advanced & Experimental Group

Design Process

To begin the design process i drew out some sketches taking inspiration from my references.

Couch Concepts

Chosen Design

  • Geometric shape to stay consistent with style
  • metallic and leather
  • sharp edges
  • rust
  • divots and extrusions

Table Chosen Design

  • metallic base
  • octagon style cut outs
  • glass layer on top with angled corners
  • two legs following octagon cut out theme

The Designs i have chosen are rough although i wanted to create a general design to show my group, that they could approve of before i started modelling.

Categories
Advanced & Experimental Group

Beginning the “Third Term Project Futuristic Spaceship Room Collaborative Project 3D /2D/ Motion Design teams”

Beginning the process of my specific task

our group came up with a “Padlet” page that works as a mood board. This is important as it allows us to ensure that everyone is aiming for a similar theme in order for all the models to be consistent with each other.

Group Mood board

My assigned references

These are some quick references that i was given by Tim and Daniel, they are designed to help me conceptualize what is needed and help me with my brain storming for the model.

Whilst these references are helpful they are really the bare minimum. I am going to create my own mood board.

The mood board will consist of ideas and themes.

For this Project i will be modelling

  • a sofa / chair
  • a desk/ coffee table

Theme Esque mood board

Object shape and design mood board

Table mood board

sofa mood board