I found this module very difficult. There is so much to learn with 3ds Max and I felt as though what I wanted to achieve could have been met if only I knew how to use the programme properly. Watching tutorials was fine and found that providing they were simple I was able to follow their instructions with a decent outcome.
I found using the bone tools very hard, this is why, in the end I did not include any in my animation. Although I used a head model as one of my assets in the first assignment, I also had to discard this as I could not get the mouth to not shrivel up once it had been TurboSmoothes. This was really disappointing - I had spent a lot of time on the head.
Overall I haven't really enjoyed this module. I found it frustrating and hard to deal with. I will continue to practise my skills in 3D Max over the summer holidays and hope that this helps improve my experience.
3D Modelling and Animation
Friday, 15 April 2011
Scene Two and Three Casino/Bar
Below is a snippet of my second scene. In the scene I use my hand and my stack of cards. I have set the scene by adding a simple poker table by using a plane. I also added wooden flooring and planes for walls. I did not want too much detail as most of the camera angles are close up so detail would have only slowed the rendering process.
Last Scene
For my last scene I wanted my martini glass to fill up with water. After scouring the internet I was sure I wouldn't be able to do it until I found a tutorial which allowed me to use partical flow.
To begin with I chose particle systems in the command panel drop down, I then chose the PFsource button and changed the settings for the length and width. Once this was done I dragged this out in the top viewport so that I could position it directly above my martini glass. I then opened the particle view and edited the Birth01 under Event01 so that the particles would show until the end of the animation. I then edited the speed operator so that the water would flow varied and fast.
I then added the spin operator into the event this would make the water look more random as it flows. I played around with all of these controls until it looked how I wanted it to.
I then need to create a space warp. I did this by going onto the command panel and selecting create and space warp buttons. To bounce the particles around the martini glass I needed to use a UDeflector. I applied this in the top viewport as I had with the PFsource button. I then modified the deflector and added the martini object to it. This then allows the martini glass to act as a deflector. I then opened the particle view again and this time added a collision operator to the event. I then added the UDeflector to this. By setting the speed to 0 this meant that when the particles collided with the martini glass they would stop.
I then added forces under the space warp selection. I used a vortex force to create a swirl to the water as it fills the glass. To connect it all together I went into the particle view, added the force operator to the Event02 and then connect the collison in Event 01.
http://www.escalight.com/tutorials/3dsmax-tutorials/pouring-water-using-particle-flow-part-1.html
Here is the finished video:
To begin with I chose particle systems in the command panel drop down, I then chose the PFsource button and changed the settings for the length and width. Once this was done I dragged this out in the top viewport so that I could position it directly above my martini glass. I then opened the particle view and edited the Birth01 under Event01 so that the particles would show until the end of the animation. I then edited the speed operator so that the water would flow varied and fast.
I then need to create a space warp. I did this by going onto the command panel and selecting create and space warp buttons. To bounce the particles around the martini glass I needed to use a UDeflector. I applied this in the top viewport as I had with the PFsource button. I then modified the deflector and added the martini object to it. This then allows the martini glass to act as a deflector. I then opened the particle view again and this time added a collision operator to the event. I then added the UDeflector to this. By setting the speed to 0 this meant that when the particles collided with the martini glass they would stop.
I then added forces under the space warp selection. I used a vortex force to create a swirl to the water as it fills the glass. To connect it all together I went into the particle view, added the force operator to the Event02 and then connect the collison in Event 01.
http://www.escalight.com/tutorials/3dsmax-tutorials/pouring-water-using-particle-flow-part-1.html
Here is the finished video:
Attempt at making hair
My attempt at making realistic hair was succesful however I did not know how to apply it to my model and make it flexible. I made the hair in a similar way to the leaf tutorial. I saved a picture of strands of hair from the internet. I imported it into Photoshop and made the white background black. I then opened this in Paint and saved an inverted version.
After applying the hair material to a plain I edited the unrwapUVW to try and give it a wave. After completing this I merged my hair with my head mesh, this is when I realised it would not work. I think I may have tried to do something to complex for my skill level and therefore just didn't understand how it worked.
SWOT Analysis
Strengths - Able to pick things up if shown how to do something.
Weaknesses - Like to try different things which can sometimes lead to work taking longer, Not very good at keeping work constant - sometimes makes me fall behind (time management).
Opportunities - Being able to learn a new technology, growing my skill set.
Threats - Not knowing 3DS Max, sometimes challenging.
Weaknesses - Like to try different things which can sometimes lead to work taking longer, Not very good at keeping work constant - sometimes makes me fall behind (time management).
Opportunities - Being able to learn a new technology, growing my skill set.
Threats - Not knowing 3DS Max, sometimes challenging.
Hand
I created a hand by starting with a box. I widened one ene of the box and close the other end. By adding sections to the box I was able to extrude the widened end for my fingers. For the thumb I had to make sure I extruded this at an angle as your thumb sits to the side of your hand. I did this by selecting it and rotating. I made sure that the NURMS Toggle was switched on which allowed me to see the hand with a curved surface. To add fingernails to the hand I selected the top elemend of the finger, I then extruded them so that the appeared raised and then beveled the top. For the thumb I had two parts to the nail so I had to ensure that the were attached for this to work as one.
Below is my hand with NURMS toggle turned on (before I put material on).
I found the tutorial for this hand fairly easy to follow. I used the skills I had learnt from the class based tutorials which I think helped my understanding.
Below is my hand with NURMS toggle turned on (before I put material on).
I found the tutorial for this hand fairly easy to follow. I used the skills I had learnt from the class based tutorials which I think helped my understanding.
Clothing Attempt
I attempted to cloth my body by using the local damp cloth. This turned out to be very difficult so in the end I decided against using it as it was taking up a lot of time.
First of all I created the cloth pieces using the spline tool. I only made one half and then mirrored the other sections. I then copied the pieces for the back of my top. With all of the splines selected I centred the pivot point and attached them. Once I had done this I could then add the Garment Maker modifier. I used this modifier to 'sew' the pieces together. I aligned the pieces to the body, where I had expected them to go. I ich I selected the edges which I wanted to be sewn together and then selected create seam. This brough up lines to show which edges would be 'sewn' together, as pictured above.
I then went on to select my cloth by choosing cloth under the modifier list, I chose cotton as per the tutorial. The tutorial suggested this was the best cloth to deal with. I then went ahead to create a local damp simulation. This is where I got stuck, either the cloth would go inside the mesh or it would be too big. With the cloth inside I did try to manipulate the cloth to bring back outside of the mesh but this only seemed to make things worse. The best outcome I achieved is below, I did not feel this was good enough and as this had already taken up a lot of my time I decided to go down another root.
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