Thursday 11 April 2013

3D modeling plan (unit 66)

Intentions:

My intention for my 3D studio max modelling is to make a model of a building for the selected area and have the camera circle around it, like a profile video and having a voice over talking about the history/ building/ area. For the united reform church I'm going to have the camera to start of at the gate, I'm am then going to have the camera go up to the front of the church from this point I will have the camera go anti-clock wise circling the church and maybe have narrator talk about the church, about the history. While circling around the building  I will stop at key points around the church talking and showing these’s key points.  As well as circling the area I will circle it at different levels to show off the building. For the environment around the area I was thinking of having some planes placed around the church and place pictures of the surrounding area placed on the planes. My idea for the 3D studio max trailer for the client is to have is to have some sort of ‘Adjustment Bureau’, ‘inception’ type thing going on, so we could jump from key buildings to an instant like for example when your inside one of these key buildings and then you open the door you instantly  outside another key building, so we can have this type of idea and still keep everything true and realistic. So were having the starting point at Hurst locks and depending how bad our modelling is for the buildings we’ll start with the worst and finish off with the best so it doesn’t look that bad at the end, know I was thinking that we have Hurst lock and Shipley wharf all in one and that we have the camera from a birds eye point of view (assassins creed eagle being the camera) looking over these two keys points high above  so we can quickly get them out of the way and it would be easy so we don’t have to go into great detail on these key areas and we would be able to put more concentration into the buildings, I'm not just saying this to skip a lot of hard work but besides that i do think this would be a real great way to open up with, from the camera prospective it would real beautiful and symbolic or some shit like that.  Once were done looking down from above we quickly zoom in to a particular building, say the warehouse and we do a 360 degree turn around the building at different levels and point out any key bits and then finish off having a quick look inside the building, once were done looking and talking about the building we’ll have some sort  quick jump (each one being different) that connects a building to another, so we’ll have a door that opens up and reveals the next building or a picture or some sort of different and interesting way of quick jumping to another building and when we get to these buildings we winced and repeat the same process that we did with the warehouse to the other buildings.

Ideas:

Idea-1:- My idea for my 3D modelling for my environments is to have a camera to just go around the environment, just having a look around as if you were in the environment yourself.
Idea-2:- My idea was to have the opening scene on the canal looking real peaceful, carm and boring, as if nothing was going to happen, then out of the blue have a jet ski jump over the canal lock or smash through it, going through the air and crashing then exploding on contact on a canal boat for something total awesome but random.
Idea-3:- have the surrounding scene look as if its aging in time our maybe going back in time as if it was about to show you something that happened here at a certain time or age. when that's done have a strange shadow or object go past the camera but not revealing what it is just yet then have the camera span out to a wider view of what's going on, to reveal a ship, a pirate ship or some sort of ship that looks like its ready for battle. (what I wanted the ship to kind of look like was 17 century but maybe add something that makes it a bit futuristic.) Then I want the camera to span out some more to reveal an even wider shot of what's going on and to see the ship to go towards an impending water fall and then to have the camera to cut to a shot at being at the edge of the water fall having the ship come towards the camera then the camera cuts to behind the ship following it towards the water fall and to have the ship fall of the water fall, then a couple of seconds pass to then reveal the ship has transformed in a flying vessel. (something like off the most recent three musk a tears or what ever.) Once the ship has transformed and has a 360 degree look around it fly's off to another area were it has battle with another or a couple of over flying ships after some close ups of the ships getting ready for battle they start to firer on one another, (this part of the animation will contain explosion on each of the ships, with some explosion in mid air or some sustaining heavy damage that they fall apart and let gravity take its part with the camera following some of the debre. In the mist of battle something opens up in the clouds to reveal the united reformed church. (near Shipley college)(an alternative we use one of the mills so we don't accidently p*** of some Christian like the game resistance) All of a sudden a lightening beam shoots up into the sky and opens up a portal. (end scene),(the ships either goes into the portal or something comes out of it.)

Photo's

How I kick started this whole thing is I went out on an outing one day and took some pictures of the individual buildings that my team had to do, these building were the united reformed church, new & salts mill, warehouse, shipley wharf and hirst lock, doing this gave me a greater prospective of how these buildings look in greater, thanks to these pictures I was able to find out how many windows there were, in-dents, I was able to even get a one/two point prospective on some of these areas, all there bits detail that needed my atention on my models.

Here are a montage of pictures I took of the united reformed church, with these pictures I was able to tell the number windows I needed to input on to my 3D model as well as coloums, doors, steps and in-dented bits.

These pictures here are pictures of hirst lock, with these pictures I was able to tell the amount of windows, how many of these stickie out building things there are, as well as theses pictures helping me map out the building it also helps me to map out the enviroment say the canal, with it I'm able able to tell that the colour of the canal is a dull brown colour and that there is a bit of organic life form around the foot path near the canal. looking at some of these pictures it helps to in a one point prospective, which is a great way to plan out your enviroment, from looking at it at one end of the canal to the other as well as doing this on the oppisit side of these buildings in hirst lock, on the road.



Taking these photo's help me a lot to plan out my enviroment that i was going to design in 3D studio max, I was able to plan a head so I knew what object I was going to use in 3D studio max (planes, boxes, windos, cylinders) and the amount of segment that I estimated that I needed to use. As well as being able to plan out a head It gave me the idea of what I could just show off so I wouldn't have to design the whole area which saved me time so I could design the rest of my models.

























When I went on my outing taking pictures of these buildings I also took pictures of some textures to either use or to get an idea of what to look for, when I tried to use these pictures on my enviroments they didn't seem to look the same way as it did when i saw the buildings, it look wrong, none of these textures look right against the enviroments, it made it look more fake, In my eyes it didn't look real enough, In my eyes it needed a bit more colour a bit life in it. 

Concept work


This concept work of shipley wharf, as one point prospective. Doing this as a one point prospective help in a great deal to drawing out shipley wharf, i choose to do this as a one point prospective because shipley wharf can be seen as one point prospective.
This is concept of shipley wharf, as a one point prospective in full colour


This is concept work of the united reformed church, as two point prospective in full colour. doing this as a two point prospective help designing this out, it can been seen as two point prospective from a corner or at a angle.

This is a piece of concept work of the united reformed church, as two point prospective but if it was a giant portal laser opening thing.

Concept work of united reformed church, as two point prospective but designed with an assassins creed concept in mind.

 
concept work of united reformed church, this a profile pictures I've done so I can see it at all angles and get a better understanding.
 
 Concept work of united reformed church


Two point prospective work.
 
Thanks to the photos taken I was able to get some concept art work done with out consantly going out and doing it, with the aid of these photo's I was able to draw a better design in greater detail as well as some unique designs of my own.
Thanks to doing these concept work I get a better feel for what I was making in 3D studio max.
I found the whole concept side slightly tricky as ain't that good at drawing, but i can get the job done, and pointless as I already knew what I needed to do and what I wanteed to do although it did give easier way to look at that made it easier to design.
 
3D Modelig
URC-front entrance
 
This link here is a video of my 3D studio max model of the united reformed church.
 
When i Started to make this model I started withe the front entrance which was built entirely out of  the object Cylinders, first of I started to make the stairs, I look at an iamge of the united reformed church to see the amount of steps there were (5) so I drew out the first cylinder for the first step, the width of that first cylinder was going to be the width of the entire building, I left that cylinder as a full cylinder as it would be the inside stairs of the church I then made four copies of that cylinder each one getting smaller & smaller piled on top one another, I did this by selecting the drawn out cylinder and holding down shift and pulled out another one, once I finished the stairs I made work on the coloums for this i drew out one cylinder and copied it four times and put them into place After that I made work on the roof I drew out a cylinder bigger the bottom stair went on to edit mesh, selected polyies, extruded it upwards then I extruded that bit outwards, I then selected the bitty poly thing and high-lighted half of it and deleted half of it because that the shape of the roof, I then selected the centre point of the roof and raised it up a wee bit. After the roof building I then had to construct the mini little tower thingie on top of the church This was built out one big cylinder and eight smaller ones around the big one then on top of that was an overall shape which i then add a small cone a top of the tower to finish it off. For the door way frame/entrance bit I drew out a cylinder that had the exact same hight difference between the floor of the church and the roof and using edit mesh I selected half and then deleted that half, I then drew out two planes the exact same size to fill in the gaps for the entrance, using edit mesh I deleted some polys to outline where I would place the doors on both planes and cylinder, and thats the front entrace of the church done.

URC-walls & roofs

For the wall I drew out a plane that was 19 by 19 segments into which I enlined it to the exact same hight as the front entrance, I lenght it out to I felt comfortable with the size of the wall, using edit mesh I tried to shape my wall by extruding and lining up to as close as the real deal, I then extruded some segments to outline where the windows were gonna be placed I then copied that entire wall and placed it on the oppisite side of original wall so know I had an inside wall, (luckly everything en-line to the orignal) I then selected the both walls and copied them to the oppisite side of the church so know I have two fully constucted walls, from one of the walls I extrude the line of the wall only half way across the church to create half of the roof I then moved the roof around to make it look more roof like I then did the exact same thing on the oppisite side.

URC-Intrier & extra

For intrier decarating I made benches, an orgen and some pritty shinie shanderliers, I made the benches out of a plane, did it by 8 by4 segments, using edit mesh I lined up the bits to so it would look right when I extruded it, I then extrude out the bench legs, arm rest and the layback thing After that I tried to make as many copies as I could fit in the church without making the size of the bench or the amount look ridiculous. I then started work on the orgen, this was a simple matter of object placing, I drew out a box for the main part of the organ I then drew out sevral cylinders asending & desending in hight for the over organie bits I then made a little keyboard and chair out of a planes and cylinders. I started work on the windows I drew out one to the exact size of the out lined
 window and made five more copies and then copied those six for the other side of the church, I then made work on the shanderliers which consisted of a cylinder, a cone and half a sphere, I first drew out a sphere and using edit mesh I deleted the top half of the sphere, I then drew out a cone and shape so the bottom radius of the cone would match the radius of the sphere and then I attached a thin cylinder and increase the hight of it until the cylinder toch the roof I then made anothe copy of the shanderlier. From this point my united reformed church was pritty much done all that was left know was the back of the church, the lighting, the opacity for the windows, the enviroment, I started off my making the back of the church, I drew out a plane to the exact width of the church and using edit mesh lined it up so it would fit the ouline of the church, know for techniuqle reasons I don't know I had to mack an exact copy of that wall to put on the oppiste side of that wall because some reason when you draw out a plane for some reason the oppiste side doesn't show up and you can see right through it, this proved to be a problem but not solvebleand also at the back of the church I had to input half a cylinder, at the left side of the church was this little tiny building that I made out of a little box I then using edit mesh grab the top part of the box to give it more pointy house like shape, After that I started to work on the enviroment around the church this consisted of two planes, one for the tarmac road which I latered shape using edit mesh and the other for naturel which later using edit mesh shape the natural plane to make it look more geographical. After all this I started to add in textures to make my whole enviroment that bit more realistic, I added a grass, tarmac, building block and then I made a uniqe texture where I lowered the opacity to fithty percentand added it to the windows so know you can see through them, I also add a sky texture to the whole background. After I did this I started to mess with the lighting were I add something called the Omni x2 inside the church to make them look like light bubles and four ouside on ready make light post.

Shipley wharf
http://www.youtube.com/watch?v=0_aeEk5ei3Q
This is a link to the Shipley wharf environment

To start off this 3D model I started of by making the red building that building was the centre point of my model, I made it by drawing out a box, 4x4, using the line segments I shape my box  into more of a house like shape making it more smooth I then duplicated it by holding down shift and and dragging out another copy for the other side, I then started work on the glass roof for this I drew out a plane that was the exact same size as one of the spaces on one side of the roof I then copied that one by holding down shift dragged it out for the other side of the roof and then rotated it to enline with the building, I then pressed 'M' so I could use the texture, I click on one sphere and lowered it oppacity to 50%, I then dragged that texture onto the two planes that would act as my glass roof. I then added four coloums for the front & back entrance of this building I did this by drawing out a cylinder to the exact same height as the lowest point of the glass roof I drew out the first four Then selected those four and placed another set of four on the other side.

After all that I then started work on the building that went up and down the canal side, as well as the buildings that went up and down on the road, this was actually easier then antisipated because all the buildings that went up and down the canal were exactly the same, I first drew out a box that was the exact same height and lenght as those red building that were drawn out earlier as well as the roof shape, I did however extended the width of that box into more of the same width of a house by my judgement, with these house though there was a big chunk of a building that was hanging off the side of the building, so that what I had to work on next using edit mesh, using the square panel tool I extruded out of the side of the building the building chunk that would hang over the canel, Doing this made an easy job into making a roof for this chunk of building, using line segments I selected the middle line of of the roof of this extrusion and extruded it to enline with the roof of the main building. After I made this I realised I made a bit of an error, that when I wanted to texure this building that the whole thing would look the same so to fix this problem I simple copied the entier building by holding shift and then dragging out another building, I then deleted everything on that building except for the roof bit I then attached that roof on to the original building so know I can have different textures for the roof and the main building, to finish of this building I deleted some segement so I knew were to place the doors and then placed some doors and Indented certain parts of the building so I knew were to place the windows, I did this by selecting segments and extruding them in-wards and then placed windows in those slots. I then started work on the gutters and pipes that lay rest on the side of the building, to do this I selected the object railings which were great objects that gave of the illusion of pipes and gutters either way I place these railings along build as they were in real life. After creating this one building I then copied more of these by holding down shift and dragging more out and placed as many as I needed or as many as I was going to show off.

I started work on the road I drew out a plane as long from the first building to the last building on the oppiste side, I then got a picture of the road off the inter-web so I could us it as a texture for the plane I just drew out, I applied my texture onto my road and I had my road, On the oppiste side of the road I had to use something to block off the open enviroment view so what I did was copied one of my buildings on the other side and moved it to the oppiste side I then copied sevral more to place alon g the road to try and block off the rest of the open enviroment or try to block off the bits I did want anyone to see. At the end of the road I placed a plane that block off the gap between these two buildings and on this plane I placed a one point prospective picture of a road to give off the illusion that the road continues, thats the entire right side of the enviroment completed. To make the canel on the other side of the canel I first drew out a plane to my liking, I then extrude a canel, using the segment, that was big enough to fit in a plane were I could place the texture of a canel in order to create the canel bit. on the oppiste side of the canel I placed several trees and a massive plane with the texure of grass obtained from the inter-web to try and hide most of the open view, going back up the canel I place a plane where I place a one point prospective picture of a canel to give of the illusion that it contiues on.

Out of the two models I made here I found the shipley wharf enviroment to be the most easiest because after a while it became a simple matter of copieing and pasting but I'm most proud of my united reformed church 3D model because that is real the most detail and the one model where I put most of my effort into it and its my favourite.

Reflection

In my opinion I feel that I reach my highest peak in my ability but I think I need to improve on my patience or my timing in the near future, I feel that in some of models that i may have rushed it a bit leaving it a bit un-tidy some areas, like the texture being the wrong texture, little gaps between the buildings, just little mistakes.

I'm not really shore what skills to improve, I think I need to improve on the more technical side, because i struggle a bit to remeber bits and bobs, like the texturing and lighting because it hard to try and get get them prefect, changing there settings.

In general everything but i had a few problems when I was doing my 3D model because sometimes it crash randomly due to the amount of memory I had on my computer.

My computer kept crashing every know and then and the fact that we had the lowest amount of members in our team to start of with and then one of them left, we had a lot of work to do, like the project and over pieces of work along the way while catching up on other pieces of work, it just seem like an unfair amount on such a small team.

I managed my time well by doing bits of work when I got home and coming into college on my free time when I needed to.

I would say with all the work I've done that I have travelled pritty far, that my mind has expand its amount knowledge.

I am confident with everything that I've learned, meaning all the technoligy and software I've used through ou the years, :-3D max, flash, photoshop, movie maker, monkey jam, sound recording equipment, tablets, computers, evrything taht i have used and learned about.

I did get the desired outcome, the project got successfully completed and I even had time to complete my own video game trailer so I would say everything came out well.

Everything that we did for the Multi-Water story project I would say we did it like a real profession (like a boss), I reckon that we did everything the same way a profession would of done it, the research, the concept work, planning, organising showcase, T-shirts, teamworking, 3D modeling, everything.

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