Portfolio Presentation

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Before Christmas our main goal was to prepare for a presentation that we would do. In the presentation we had to showcase the work we had done up to that point, and talk about our strengths.

As well as being an assessment of sorts, the goal of this was to get us used to showing off our work so we can be confident doing it in job interviews.

here is a link to my presentation:

Portfolio

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AE – Tracking and Stabilizing Footage

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Fish Footage

  • New comp
  • Import footage and illustrator file
  • Project settings (tick frames)
  • Add a null

fish.pngfish-2

  • Click Track motion
  • Make boxes bigger
  • Place in position

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  • Press play
  • Edit target (change to null)
  • Click apply
  • Parent the fish to the null

fish 6.png

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  • Unselect everything and create rectangle on buildings wall
  • Change colour to building colour + add gausian blur
  • Make fish visible and resize over rectangle
  • Change fish opacity to around 80%

fish 8.png

Fish footage.gif

Fish Footage 2

  • Click on footage
  • Track motion
  • Tick rotation and scale boxes
  • Resize and move boxes
  • Click play
  • Click apply
  • Parent fish to null
  • Add motion blur to fish

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College wall.gif

3D Room Project

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In Matt’s lesson we were given another project to do. The task was to model, uv unwrap, texture and render our own 3D room. We had the choice of doing a room from our house or creating a room on a spaceship.

I decided to base my room design on my living room, since it’s easier to get textures from a real room rather than an imaginary spaceship.

The first piece of furniture i began to design was the bookcase. At first i did the technique where you delete half of it then duplicate it so that whatever you do on one side, it mirrors in the other.

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Just like my bookcase in real life, i made sure the shelves were rounded by bevelling them slightly.

bookcase

Important – if part of a model is green, it means that it has lost its material. The solution is to add the default lambert material back onto it.

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Helpful – Polycount is a useful menu to have as it shows the number of faces/edges/vertices you have selected.

polycount

To make it easier for myself, i made one section of shelving, then duplicated it and merged them together multiple times.

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Next i made the tv stand. I came across quite a few problems because of the way i had mirrored the model; there were many overlapping edges that i could not merge for some reason. I now know i could have solved this difficulty by deleting half of the model when i’d finished making it, then using the mirror geometry tool, which automatically merges the two sides.

After that i made the tv. To get the size right, i made it above the tv stand and put it in a separate file when i finished it.

tv stand.pngtv.png

tv + stand.png

I then began making the room’s layout. Something that would’ve made it easier: instead of extruding to make the walls i could have used planes since they only have one face. Once i was happy with it, i copy and pasted my models into the room. I added a rug in the middle of my room too.

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When i tried to add the texture of the carpet (which i had taken a photo of), it went all glitchy. This also happened to the rug, but instead it zoomed in too much.

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The picture that is on the wall of my living room is the thing that i made next. It was the easiest thing to model since it’s basically just a cuboid.

picture.png

I didn’t have time to texture some of the models, so i added a brown lambert material to the bookcase and tv stand, and a black blinn material to the tv. This at least gives them some colour and shading for the time being. I also solved the glitchy carpet and rug by selecting the faces and planar mapping them.

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Using 3 point lighting, i added light to my scene – two spotlights and a yellow area light at the back. I then made a render of  it in 1080p.

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It is by no means finished, as i need to create models of the table, the sofa, some books and possibly the fireplace. I also need to texture a few models too.

Lighting and Rendering

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  • Directional Light – light that travels in a specific direction, all the rays go the same way
  • Ambient Light – light that already exists in a scene; natural light (from windows) or artificial light (from lamp).
  • Point Light – light that radiates in all directions (like the Sun)
  • Spotlight – a cone of light projected from a certain point
  • Area Light – emits light in one direction from a particular area (good for windows)
  • Volume Light
  • Light Intensity
  • Light Colour
  • Light Linking – links a light to an object so that it only affects that object
  • Cookies (Light) – (or Stencil) simulate light coming from off camera to create shadows
  • Three Point Lighting – used in movie industry, key light (main light), fill light (brightens shadows), back light (details)
  • Depth Map Shadows – most cost effective, quick to render shadows, work best with spotlights
  • Ray Traced Shadows – more realistic shadows, allow for transparency shadows
  • Maya Software Renderer
  • Mental Ray Renderer
  • Arnold Renderer

Ambient light is bad; it tries to bounce the light but it makes the scene look 2D.

 

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In the lesson we experimented with the lighting in our scene to make our newly textured spaceships look more realistic (i used Matt’s spaceship which i had previously textured). We learned about the advantages of using 3 point lighting in our scenes.

3 point lighting.png

The first thing i did was add a spotlight at the front to represent the main light. I made the light quite intense and at an angle so that it would cast shadows.

lighting.png

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Some of the options for my spotlights

I then added another one to be the fill light. This one would be less intense than the main light, but still bright enough to pick out the details of the model.

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Finally i added an area light in the background. I made it a dim red so that it would pick out and define the outline of the model against the black background.

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Below is the render i took of the ship. I like how it turned out, and once i have textured my own spaceship i will do the same with the lighting. Instead of a black background i could add a space scene to make it look cooler.

render.png

 

Texturing

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In this lesson with Matt we started actually adding texture to our models. Since i hadn’t finished uv unwrapping my spaceship, i was allowed to use Matt’s exemplar one (the following photos are of his model not mine).

texturing.png

Once the net has been organised inside the square in the uv editor, it can be exported and edited. To export it go to the Polygons menu and then ‘uv snapshot’.

texturing 2.png texturing 3.png

After that you can take the image into Photoshop –

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– and add texture over it.

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Once you’re happy with how the texture looks, export it as a PNG and save it in the sourceimages folder of the Maya project.

After that, go back into Maya and select your model. In the hypershade menu create a new material and click on the box next to the colour option. From the list that appears, choose ‘file’, then click the folder symbol to browse through and find where you saved the texture.

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The preview in the hypershade menu should then have the texture on it. All you do next is drag the material onto the model (if it isn’t on already) and press 6 to go into texture mode.

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