UV unwrapping…

I thought I would start with the easier looking model… the lamp post and also as while I was researching how to unwrap I came across a tutorial which showed the unwrapping of a lamp post…

Although instead of using cylindrical mapping like in the tutorial, I just used planar as my model had four clear sides…

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I started form the bottom and worked my way to the top, while applying a checker texture to check for any stretching that may have been occurring within the UV’s.

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I separated my model into 3 parts, the main pole, the second pole that sits horizontally and the lantern – then dividing the lantern into 6 pieces, the bottom, the top and each of the poles in-between…

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The UV’d lamp post:

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The map:

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I then rearranged the positions of the UV’s to maximise the workspace:

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The link to the youtube tutorial I had mentioned above…

and then it was onto the car…

I started by researching some Car maps, to see how I could at least start into the task…

46585258 rally_car_normals_stage05_02 623_tid_image16 wire

So I then started to unwrap, beginning with the side of the car:

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again applying the checker to avoid any stretching…

A couple of attempts later – mixture of maya crashing and mistakes I was making I had managed to unwrap the base of the car

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I then moved on to do the details of the car – the door handles, the wing mirror, the front and rear bumpers and the handle on the boot…

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I was then able to duplicate what I had just unwrapped – seeing as the geometry on both side was the same –  by firstly selecting the mapped half and then shift selecting the other half of the model, under the polygons menu I selected mesh and then the option box of transfer attributes, chaining the sample space to components…

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It was then just a case of sorting the parts, scaling and moving, into something of a more appealing layout…

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and the bin UV’s… complete with the rubbish…

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Car modelling

For our street I decided to model a 1940 Ford coupe deluxe…

1305-1940-ford-deluxe-coupe-left-side-view 032810_autobio_640x372-thumb-604x372 Unknown

Below are the reference images I have imported into maya to base my model on:

ford_coupe_deluxe_1940 ford-coupe-1940

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I also found a tutorial which was helpful in how to go about modelling the car, where to start. I chose this tutorial as the shape of a beetle is rather similar to the car above and because I preferred how he went about modelling the car, by dividing it up into simpler sections…

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I used the technique described in the tutorial and began by modelling the side panel of the car…

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adding the top of the side panel…

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the fenders were then extruded out from the model above…

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Then it was time to model the roof, bonnet and boot…

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With the base model complete I then went onto shape the doors, I duplicated the faces of the base model where the front door would fit , adjusted those faces and then rejoined it to the original geometry when done…

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the back door model…

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the doors combined to the base…

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The rear window…

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creating the edge flow around the boot was rather hard but I got there eventually after a few attempts…

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I then went on to model some details for the car, such as headlights, bumpers, mirrors, door handles etc…

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I then duplicated the model and combined the two sides to create a whole car, adding in the final few details such as finishing the front bumper, improving the wheels, fixing the headlights and any other little adjustments I thought were needed…

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ambient occlusion:

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Street Assets

For our street we needed a few other assets to apart from buildings to make it more realistic, I’ve modelled a lamp post and an overflowing bin (an empty one didn’t really look that interesting..)

Some references for a lamp post model, 1940’s style…

463b13fff75a84b333f18dc973b7f259

joan_bennett-scarlet-street

Lamp_Post

I started off with a single square face and extruded it upwards to form the pole body, the lantern was modelled separately also from a singe square face and the edges extruded uo to form the shape, then the two were combined and verts merged…

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To model the bin I also started with a single square face, extruding the edges up into the desired shape… seeing as the bin would be on a street I’ve also added a few dents as it looked a little too smooth…

below is the reference I used, there is a bin located in the right bottom corner:

patsys-kidsfight2-1986-copy-2

my model:

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Then some rubbish was modelled, a bottle, a tub, a cardboard box and some papers:

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and arranged inside the bin:

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Street modelling

Hannah and I had decided to model a street together, we decided upon the 1940’s war setting, I would tackle a house and car meanwhile Hannah would model a shop and also smash the buildings, something like the image below:

inews011510_09

I started by researching some existing models of buildings and streets…

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Some research on how streets and houses looked in the 1940’s,

jump rope Shepherds-1940

I do like how the houses in the images below look, so I’ve used them as references for my model…

ajhheav22_600_092213

Street_Amb_Occlusion

I started out by blocking out the body of my house, deciding where the windows and door would go, how big they would be, how many windows I would include…

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Hannah also done the same with her shop, below is both models together…

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I then went on to model a window, we discovered after some research that most houses in the 1940’s had sliding sash windows…

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Another classmate also told us that if we were to model our windows like lego blocks it would make things a lot easier as each window would already have it’s own interior ‘room’… I made my ‘lego block’ the same size and shape as the face which represented the window in the basic shape of the house, I then scaled it up to a larger size so that I could start modelling the window frame…

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It was then time to add the window to the house geometry, first it had to be scaled down to the right size, the face already on the house was deleted and the window slotted nicely into it’s place, all that was left to do was combine and merge the vertices so that the window was attached to the house…

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not forgetting about the windows on the roof…

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To create the door I used the image below as my main reference, I liked how the door looks big and heavy, I preferred the overall look and style it shows…

IMG_0005

I did need to create any extra geometry for the door like I had to with the windows, instead I used the geometry already there, just extruding as I needed to, and finally adding in some steps to finish off the model…

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The finished model…

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The house and shop models…

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I later went back and added a little more detail to the house, above the windows… a door handle…

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Interaction

To have the characters interact I decided the penguin would be like a pet to the zombie, he would be holding it, throws it up into the air and it would fly away… who cares if penguins can’t fly… this one does!

I started off by posing out a few shots:

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Started by animating the movement of the zombie’s arms to look as if they are throwing an object up into the air…

I also thought there should be a little interaction between them, apart from the throwing, so they look at each other with the penguin copying the zombies movement…

The penguin had to be animated to resemble that of a flying creature, as the flippers come down the body will go upwards and as they open up the body will drop, below is the movement of the body and flippers…

head movement…

another viewpoint that will be needed later…

As the zombie throws the penguin I wanted to create a point where the penguin bounces in the zombies hands, this occurs when the penguin is still falling down but his hands have started to move upwards into the throw…

Zombie then has to react to the fact that the penguin is flying away…

I also have two versions of the animation:

render:

 

 

Stand up Animation

Firstly I had to model a chair for the zombie to sit in, also added in a lamp and posed the character out in a few different positions, I plan to have him asleep in the chair, eventually waking himself up and standing up slowly as he is still relatively tired…

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Once I had the main movement of the zombie done, I introduced the penguin into the scene…

It may not be standing up from a seated position but I still found this video useful when animating my zombie’s movement…

The animation interacts with the animator:

I began by positioning the zombie in a seated position asleep, he wakes himself up and then moves –  in anticipation –  preparing  to stand…

The character then had to slide forward in the seat slightly before he pushes himself up out of the chair…

and he’s up out of the chair, as he slides forward his feet move backwards in preparation to stand…

side view of the movement…

something has went wrong with the right arm rotations as the hand is now starting to twitch so I’ll have to go and fix that…

Hand twitching has been resolved along with the fingers… they no longer go through the chair…

A little camera movement added as he stands up…

I then decided that I wanted a reason for the zombie waking up and standing to then have a look around so I introduced the penguin rig to the scenario, the penguin moves fast compared to the zombie who has just been awoken…

animating the penguin sneak, I wanted to make it look like he was sneaking along the edge of the chair so there is a slight delay in the head following the body…

The finished penguin movement…

I then thought the zombie was lying just a little too still in the chair so I added a bit of subtle movement…

The finished playblast…

and finally a rendered version…