Hoo boy my patience wears thin….
Rugs are easier than I thought they would be, but Arnold doesn’t like the Fur settings maya has to offer so I’m stuck using the classic render.
At first I wanted to do a shag carpet style like they had back in the 50s/60s, so I used a polar bear setting and played with the length and the scraggle settings until I got something somewhat resembling shag carpet.
For the second one I used plain bear fur instead, which was way easier to use. For that one I simply lowered the clump and length settings. I think this one better resembles a carpet. I’ll make a few more and see if I can make Arnold process the fur settings. I should also see if I can convert this to a mesh.
So I had to call in sick today but I did managed to get a ton of stuff done. I figured I’d post my references here just in case.
So this week I’ve been mainly focusing on the environment project so I haven’t had time to work on the walk cycles and dynamic poses. I got a chance today and I’m pretty pleased with what I managed to throw together. Unfortunately exporting the walk cycle borked the timing in the step, so the loop isn’t perfect and I’m tired.
This took roughly about two hours to put through the graph editor, but I’m happy with it. I am also working on a back flip but that’s taking longer than I thought. I’ll upload it later.
I don’t always say “I died making this” but listen…..I died making this…..
So first things first, this is for our environmental setting project. So far I’ve modeled two shelves, two plants, this basket, cushions, and a fishbowl. There’s still a lot to do but I’m pleased with how everything looks and how quickly it’s coming along.
This was made using a combo of nurbs and lattices. First thing I did was create an oval nurb. Then I created a cylider, made the top face count 0, then deleted everything except that little circle on top. I then duplicated that and combined the two pieces before latching them to the nurb and extruding. After I upped the divisions, the cylinders followed the nurb shape into two rings which I then twisted together. That was the easy part. You just double the first ring for the top then shrink it a little to make the bottom.
The weaving was more difficult because I didn’t realize I’d forgotten to keep plenty of divisions. Basically I set up four stretched out cylinders and then wove a nurb in between them. Then I copied the same process of making the polygon follow the nurb path. Then the tricky part: making sure I had enough divisions to ensure I could bend everything the way I needed.
Anyway, after that it was just a matter of lining up the mesh and trying not to yell. Despite the overall frustration I experienced making this, I’m extremely pleased with myself, and look forward to the next challenge.
Here’s something I love to do: make poofy fluffy things in maya. I made these for the environment project. I still have yet to show the rest of the team. The back three were made using the Air Field, but the front one I used with a Gravity Field. I feel like the effect was more relaxed than the other. It looks like someone sits on it frequently, which is a naturalness I want to capture.
Oh hey by the way I do have another project? It’s for Yuan’s class and we have to research the professional fields of animation and the best way to go about getting hired. I’m gonna check to see if Yuan has posted any examples yet to help us out on black board. I haven’t been able to touch base with my group since we first met up, nor have I managed to do anything outside of googling “animation jobs.” Mainly I’ve been focusing on the two projects that Alec assigned.
I’ll be meeting with the group today, but so far I’ve gotten at least several job titles like the usual 3D or 2D animator, concept artist, video game designer, environment artist, stop motion artist, and modeler. Those are all self explanatory pretty much, but the real issue is putting all the information together to explain how to get hired and job searching.
Really? I wish we could just do another essay man. I like essays. Presentations are not at all enjoyable.
I caught up a bit with my group and as mentioned before, I’m modelling a clock to put in the scene. I also volunteered to do a lot of the cloth in the scene as well. That’s gonna be a lot tougher but I can do it.
Anyway here’s the clock model. It took about two hours and I used this picture as a reference.
I started with a square and set to work extruding and beveling the faces until the basic shape was formed. The clock face and the details were made using extra cylinders and squares. This is the first time in a while I’ve made something like this but it was pretty fun.
Alright, so I’m adjusting to the new idea, albeit slowly, but I’m getting there. I started throwing together concepts for what the spaceship would look like. I didn’t want to do a generic looking flying saucer, but I did model one just to make sure I could do it. I was hoping to get a little bit more of a clunkier looking one. Like it’s a junk ship, that’s why it’s stealing furniture.
I also had some ideas for a sleeker looking ship too, like the one from the Jetsons. I actually wound up using that one for reference.
I think those four designs are enough to choose from. Up next I’m going to be making a cuckoo clock to put in the scene. Most reports of alien abduction come with the shared experience of losing time or time freezing, so that may be something cool to work with.
Alight so like a buffoon I forgot my notebook with all my flora and fauna notes so I’ll post it here.
Since we began throwing around the idea of cabin/shack/shed in the woods I began to research the types of plants we would find there. As stated before I keep seeing this Temperate area that’s very secluded and therefore riddled with nature. I’ve been doing some digging to find some plants that would be easiest to model and would be native to that area.
- Pine Cones: Easiest thing to find in pine areas, and while hard to model, we should definitely have a few lying around the cabin and on the floor.
- Primroses: A small, star shaped flower, this grows from January into late Spring and thrives in partial shade usually at the bases of tree trunks. This means we can have it inside or outside and still have an appropriate setting for it. The Primrose specifically comes in pastel yellow, but the genus itself comes in any shade from deep purple to white. The Primrose is an edible flower and can be made into tea.
- Foxglove: Also known as the Bloody Glove, this cone shaped flower comes in purplish, reddish shades and is a rather short lived flower. It too grows in partial shade. The inside is speckled and has a slightly hairy texture. Unlike the primrose however, the Foxglove is poisonous and should not be ingested. If we do wind up using this flower in the project, it should probably should be further away from the other plant life we have in the cabin.
- Bluebells: Probably one of the most Springy flowers, this one, as well as the others, also grows in partial shade and blooms into a star shape that rounds out into the namesake bell. This one would also be another flower that would be easy to model and place wherever we want in the scene.
- Various Mushrooms: James lent me a book on mushrooms and toadstools, and so far a majority of the ones I’ve bee reading about are autumnal, but edible. So I guess we can make like a preserved jar of them?? It all depends on where we take the concept.
So that’s all the research I’ve done so far. Drawing them is a pain, but necessary. I’ll try to read some more later; maybe even buy a tiny book on flowers to keep me from getting distracted.