Modelling

Over easter while I was working on some animations I decided I wanted to take a break from them and try something else, I fancied doing some modelling but didn’t know what to model, then I realised I was sitting at my desk…

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I started off with the desk…

Screen Shot 2015-05-07 at 16.31.43

Also attached to my desk is a magnetic board and a CD rack, I then modelled these features and added them to the desk:

Screen Shot 2015-05-07 at 17.05.17

The my monitor and speakers, including the cable coming from the speakers:

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I then started to fill the CD rack, will something similar to the photo at the beginning of this post, to get the draping of the paper I made the geometry an Ncloth and anything it collides with a collider, I then played the simulation until I found a shape that I liked. While the simulation was paused I duplicated the geometry and then deleted the cloth attributes:

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Below the cd rack, again I used Maya’s Ncloth to create the realistic shapes of the paper:

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One of the more challenging features was the desk lamp:

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There’s also a little pot of stationary that sits behind my laptop:

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my laptop, complete with a USB pen:

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Also through the use of dynamics I created the object that hangs from my lamp:

Screen Shot 2015-05-07 at 18.00.34

I also then connected my monitor and laptop by modelling an hdmi cable, all cables were modelled using the tutorial below:

not forgetting my mouse either:

Screen Shot 2015-05-07 at 18.05.35

Along the top of my desk there is quite a few photo frames:

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also some other objects, including a candle and lip balm:

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A rendered image of the whole scene, along with a wireframe render:

Desk AO desk wire

Some close ups, used in my showreel:

Desk AO close 1 desk close wire 1 desk AO close 2 desk close wire 2tif

Lower poly (smoothed) wireframes, used in my showreel:

desk desk_close2 desk_close1

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Preparing to texture

Seeing as we are all relatively new to what texture baking is, the link below explains the attributes of texture baking in maya, making it a little bit easier for us all to understand.

http://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/Maya/files/GUID-44A23FD0-D5F9-4A40-919B-9B0A0FD8690B-htm.html

before baking in our Ambient Occlusion we had to set up a linear workflow, we’ve done this by following the tutorial below…

Fortunately our tutor had already gone over setting this up when talking about uses and benefits of multiple render layers and passes…

The first thing we had to do was to apply an ambient occlusion and bake it to our mesh, the AO bake would then be found in the render data folder of the current project, mental ray> light map…

One problem I had was that when I combined my UV’s all onto the one map, some of them were too small to texture… and the textures when rendered were very blurred…

Screen Shot 2015-04-02 at 19.03.07 551561_10206294671229840_7204103805758726016_n 11021230_10206294092375369_35006657226291673_n

So for the time being I have multiple maps… the icicles I was able to group onto 3 maps, rocks onto 4, and the rest of the models were each on their own, so I had 19 altogether… however this problem is solved later on in the week!

My Ao maps…

Screen Shot 2015-04-02 at 19.21.10 Screen Shot 2015-04-02 at 19.22.42 Screen Shot 2015-04-02 at 19.22.11

The settings for the AO were, samples: 124

To bake the AO go to rendering in the drop down menu to the top left then lighting/shading>batch bake (mental ray) and settings are as follows:

Screen Shot 2015-04-02 at 19.57.39 Screen Shot 2015-04-02 at 19.57.54

Then convert and close!

I also decided to do a little research on texture maps, to gain a better understanding:

some notes I took from Digital Tutors, with the link below:

http://blog.digitaltutors.com/understanding-difference-texture-maps/

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I also had an issue of 3D artist, that had a section entitled ‘A beginners guide to texturing’ which I found extremely useful as it went through and explained the different types of maps that can be used and why they would be used.

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