Wednesday, 15 May 2013

Computer Arts - Year 2, Semester 2 - 3D Production

Continuing on from semester 1, 3D Production this semester is about taking what I learned from last time and implimenting it by creating my 3D environment in Maya.




I found that looking back at my original designs from semester 1, a while after having drawn them, I wasn’t pleased with them and they did not entice me to start modelling. I there for went back to my sketchbook and altered the design of the environment somewhat as I wanted it to be more of a ramshackle hermit’s building. And so I added haphazard metal plating and relocated the building to be situated in a remote cave. From this I learned that it is best to change something that you are not totally satisfied with, rather than blundering on blindly.

I started my environment in earnest by modelling out the hermit’s building as I wanted to get a large part of the environment churned out so as to give me a better idea as to how well my concepts would work in 3D. I encountered no real problems modelling, mapping or texturing the building.





I am rather pleased with the textures that I used in my environment, as I made sure that they fitted the idea of a neglected living area and that they give off an extra dilapidated look. The first major problem I encountered was when I decided that I wanted to attempt some 3D sculpting using Mudbox on my building to give the wood etc. more definition and texture after I had watched a couple of tutorial videos on Youtube:




I tried to export my building into Mudbox, but found that I had made a fatal error during the mapping and texturing stage due to the fact that I’d mapped the building into separate parts, but then accidentally overlaid all the UVs, thereby making it impossible to work on. From this I learned that it is best to fully plan out a project before rushing in headlong and making critical mistakes that hinder the work.

I also added the water wheel from the first semester to the scene, mapping and texturing it to fit in with the scheme:



Given that my environment was set in a cave, I went on to model a stalagmite/stalactite that I could repeat and place around the scene. Having learned from my previous mistake at trying to export the building into Mudbox whilst all the UVs were on top of each other, I properly mapped out and textured the stalagmite/stalactite as well as a rocky plateau for the building to reside on. I then put these models into Mudbox and sculpted them, following the tutorials. Everything went as planned, apart from when I tried to create an ambient occlusion map which didn’t work as my laptop’s graphics card turned out to be incompatible with the version of Mudbox that I was using. From this I learned that it is always useful to have a backup plan that I can put into effect, rather than just having to resort to not including certain aspects because of the limitations that I have restricted myself with.




I then modelled, mapped and textured the cave that was now to be the housing of the building and thus crucial to setting the tone for my design. As with the other parts of the environment, I decided to import the cave into Mudbox but found that I couldn’t zoom in close enough to the model to properly sculpt detail. I tried in vain to find solution to this problem as I was convinced that by solving it, my cave would look considerably better. However, in the end I just resorted to having to use the cave as is without the extra detail. A potential solution could have been to make the cave into smaller parts and thereby having something more manageable to work with. The problem with that would be getting the textures to match up properly. Yet another problem involving Mudbox that I couldn’t fix; I have learned that it is best to fully research and understand the package you are using before just trying to pick it up ‘on the fly’ as it were, even with tutorials to act as an aid.






I also made a plane that I textured to resemble the water running through the cave. I like to imagine the hermit is some sort of wizard and it's almost magical essence that runs through the water. I also experimented with a bit of lighting:



The last thing to do modelling wise was to model and texture a sky box for my environment as there are holes in the roof of the cave to allow the sky to be visible. Not exactly sure of how to go about this, I went and found another tutorial:


The only problem I faced with this was not being able to find some of the settings that the tutorial was talking about, even though I’d followed it to the letter; other than that it was successful. From looking up these tutorials and seeking advice, I found that it is far better to ask questions than struggle on and achieve far poorer results.

The final thing to do before rendering out stills was to establish the lighting in the scene. I found that taking extra time to experiment with the lighting was particularly beneficial as it allowed me to explore a subject that I am not entirely familiar with; I believe this can be put into practice for anything I’m working on.

And so here are the final renders of my environment:







If I were to do the project again, I would take more time during the planning stages to concentrate on the technicalities of the work. This is so that I would be able to just get on with making the final piece and, in theory, result in far fewer problems needing to be resolved as I would have most likely addressed them already. Furthermore, I would think more about my concept design and ensure that I was totally satisfied with it before attempting to replicate it into 3D. Going on with a poorly thought out design would only lead to a half-hearted attempt to actually complete the project or produce a lesser result.   


Well that's 3D Production done! Till next time!

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