Posted in DART303 3D, Evaluation

Self Evaluation for DART303

This semester was a bit of a rough one, but fulfilling still in some degree. Overall I would say I definitely learned a lot about the basics of using 3d modeling software, especially in modeling and shaping 3d objects. I would say the first two projects we had is where I shone the most.

In the first project with creating a moving 3d model of a Piet Mondrian painting, I knew immediately how I wanted my piece to move and interact with itself, capitalizing on the aspect of time in motion. I think that the time I spent tweaking and perfecting the motion exhibited by the clockwork pieces of my object ( the hands and large yellow cube), really paid off to give my piece a unique and fascinating definition. It also probably helped that literally everyone else in the class chose to use the same artwork, whereas I was the only one to pick something else. It was very fulfilling to see the adjustments I would make in the graph editor translate into a realistic and fluid motion. I also think my camera work in all projects was very beneficial to make my work stand out and the Mondrian project was no exception.

I am also very proud of my second project with creating a chess set. I’ve done enough projects, both in school and at home, to understand that taking something simple and extrapolating it into something complex is a lot easier and more rewarding than taking a complex idea and shaving it down to something easier to understand or work with. So I applied the same methodology for that project too, making sure the basis of design for my pieces was simple enough at a ground level, and could literally be raised in various ways to provide depth, and a collection of distinct, yet cohesive language. Taking inspiration from the exercises was a great route for me that I tried to emulate in all of my projects.

In the latter half of the semester is where I think I fell off. A combination of work obligations and some sickness made it hard to make a project I was really proud of.

I think that the first half of the final project went pretty well for me all things considered. I used many assets provided in the example and tweaked them to be unique to my project, which was a great idea I thought in a practical sense. It also helped that I aimed to keep my landscape a simple one from the get-go, being a desert with a few raised dunes. Where other students chose to add other elements to their landscape I chose to let the ground do all the story telling. While my personal machine was not able to handle the processing power necessary to provide high quality renders of the landscape, the IPRs I could generate showed a very rich and intense landscape which turned out better than I imagined.

Making the character that would traverse the landscape was my downfall this class. I underestimated the time and energy needed to make a working rig, not even just a simple one. I tried 4 separate times just to create a working and unique worm to go across the desert, but each time my creation would break or pieces would fail to stick onto the model. In the end I felt utterly defeated by this portion of the project, and opted to highlight the strengths of the landscape while shoving the worm off to the side, in order to make a nice playblast to share with the class. Again my camera work I think helped to save my skin here, since I could manipulate the camera to act like a character itself with bobbing movements to simulate walking.

All in all I think I learned valuable 3d modeling skills that I can apply to multiple different software.

Posted in DART303 3D, Final, Project 4, Uncategorized

Project 4 Final

I was able to place the worm in the scene and have it follow a different path than I originally planned. I felt that this obtuse looking monstrosity should not steal the spotlight of my playblast, so I had the worm appear onstage entirely at the end of the movie as a small jumpscare.

Final1

So as you can see, I stuck mostly with my original plan, excluding the main event. The motion of the camera I felt was pretty nice and definitely invoked the idea of having the audience be the character in the scene. Now instead of a Jaws-themed creepy video, I just have a camera lost in the desert, sweeping through the landscape to take in his surroundings until at the end his large mechanical worm friend shows up to say hello.

For the rendered image, my computer was essentially on its last legs and would not go for a full on render of a large image, so I had to do an IPR and save then export that image generated. I fiddled with it in photoshop so that the colors would come through, but ultimately it is nothing I am too proud to have. I think that I did end up learning a lot about rigging objects in Maya, even though I don’t have anything that I am happy to have as a final product for my rig. I did play around in Blender before starting this class, and maybe I will revisit that software with the knowledge I have now since Blender is free and more user friendly from what I gather.

Bib:

Cromar, William. “Entitiesthreekindsofrig.” NewMediaWiki [Licensed for Non-Commercial Use Only] / EntitiesThreeKindsOfRig, http://newmediawiki.pbworks.com/w/page/127713090/entitiesThreeKindsOfRig.

Posted in DART303 3D, Iteration, Project 4

Project 4 Iteration

So, here we are now. In total I have designed 3 different worms, each trying to implement a new type of rig into the body.

In the first one I went all out in designing and piecing together my worm by its sections. I wanted to go for a more skeletal style of worm that would appear very ominous. However I ran into a problem, my rig was not properly sticking onto the body or controllers of my worm. Things were exploding and pieces were flying all over the place, evidently processing too much information for each point. I learned later that this was likely because of how my body was put together using combines, instead of booleans. The system still doesn’t fully recognize the worm as one object and so attaching a rig to it is not straightforward. So I abandoned this worm and tried a second option.

The second worm I made again trying to utilize booleans and combines in tandem in order to mitigate some of the problems. I tried the same rigging system on the next one since it provided the most freedom of use. This rig consisted of joints with cluster handles that would influence other joints realistically when one joint is adjusted. I again went for the skeletal design, but decided to make it longer and leaner, furthering the spooky factor. But alas, the same problems arose, and I found I was not properly deleting history and freezing adjustments to reset the parameters to 0 on the object options.

Third try this time. I decided to tone down the design factor and focus on the rigging specifically. I again went for joints, but instead of doing cluster handles, I tried parenting the joints to each controller so that everything would stick together and move fluidly along a motion path. However the same problems continued arising. Things exploded, things being left behind, and now the worm was not properly attaching to the path, instead of straight-on it was sliding along like a skateboarder grinding a railing.

My last attempt at this was simply to make a mechanical sausage and string it along a path, disregarding any kind of fluid motion, I figured it was best to have something moving in the final video than not at all so this is what I ended up with.

This will be the final thing that roams the desert.

Bib:

Cromar, William. “Entitiesthreekindsofrig.” NewMediaWiki [Licensed for Non-Commercial Use Only] / EntitiesThreeKindsOfRig, http://newmediawiki.pbworks.com/w/page/127713090/entitiesThreeKindsOfRig.

Posted in Concept, DART303 3D, Project 4

Project 4 Concept

Now comes for part two of this large project: Rigging our worm characters. Now at first I thought this would be fairly straightforward, and because I knew how I wanted my worm to behave, I thought getting the rig to fit into place would be simple.

I was very wrong.

But we will get to that later, first off here is how I originally imagined the worm to look like:

I admit it is very rudimentary, but that was the point. Not to get too fancy, in order to make sure the rigging actually fit correctly. I wanted a segmented worm with an open mouth, baring large pointed teeth. In my head I imagined I would make 2 unique sections of the worm. One large section to serve as the bulk of the body, and one small section to focus as the joints and movement points on the rig. From there I could just copy and paste these segments in alternation until achieving the desired length. From there I would taper the tail off, and manipulate the head to create the sharp teeth I was imagining.

I once again was aiming to stick closely to the exercise in order to not get to overzealous with my creations.

 

Bib:

Cromar, William. “Entitiesthreekindsofrig.” NewMediaWiki [Licensed for Non-Commercial Use Only] / EntitiesThreeKindsOfRig, http://newmediawiki.pbworks.com/w/page/127713090/entitiesThreeKindsOfRig.

Posted in DART303 3D, Final, Project 3, Uncategorized

Project 3 Final

As the final for this project technically encompasses the final for Project 4 as well, I will only opt to showing some rendered images of the final landscape. What you will end up seeing are different perspectives taken from within the scene.                               I chose not to include any top-down rendered images because they did not turn out too well. In the second image you can sort of see the platform in the distance, but I am afraid that the lambert was too dark for it to show up. Even after playing with the image levels in photoshop, I could not figure out how to make it stand out without over-saturating the rest of the image. In the third image it looks like there was some weird rendering occurring at the center of the scene. Since that spot had a lot of edges and vertexes bundled in that area I think the software had some trouble interpreting how the light would bounce off in that condensed area. Otherwise I am pretty pleased with how the landscape turned out, but that is where my pleasure ends…

Bib:

Cromar, William. “Environmentspossibleworld01.” NewMediaWiki [Licensed for Non-Commercial Use Only] / environmentsPossibleWorld01, http://newmediawiki.pbworks.com/w/page/127695491/environmentsPossibleWorld01.

Posted in DART303 3D, Iteration, Project 3

Project 3 Iteration.

During the iteration of the scene I stuck very close to the tutorial and even repurposed some of the assets that were provided to make the instructional scene.

For instance I used this picture from the tutorial as my own sky dome. A sky dome is basically the far-off view that encompasses the scene. In my iteration I fiddled with this picture in Photoshop to create a setting sun effect.

With this I will be able to create the ominous and suspenseful atmosphere that I am hoping to achieve for this project. Once the sky dome was set, I had to create a large disc to serve as the ground, warp the disc to create the ‘dunes’, and then put in a wall around the scene that will have an image on top to make it look like it is in the distance.

The first image shows the ‘skydome’ as the large grayish marble. For some reason it was not showing up properly in the view of Maya, but in an IPR it looked very nice. In the second picture the warping of the disc is clearly seen. I manipulated the vertex points on the disc surface to raise portions of it. Then using the tools in the sculpting section I was able to smooth, stretch and file down parts of the disc to make it more natural. Finally the last picture shows where the camera will be situated for the movie. Instead of creating a boat, (which I tried, but ultimately did not like what I was coming up with), I opted for a simpler castle tower that I would apply a yellowish lambert on to make it look like sandstone.

Bib:

Cromar, William. “Environmentspossibleworld01.” NewMediaWiki [Licensed for Non-Commercial Use Only] / environmentsPossibleWorld01, http://newmediawiki.pbworks.com/w/page/127695491/environmentsPossibleWorld01.

Posted in Concept, DART303 3D, Project 3

Project 3 Concept

This next project was actually just phase one of a two-phase project. Now that we have learned and utilized skills in precision modeling and 3d animation, it was time to fuse the two together. Whereas before we had only worked on objects, we will now focus on shaping a scene for our ‘story’ to take place. The ‘character’ of our scene would be some variation of simple worm that we will rig up in the second half of the project. With that in my mind I immediately thought of ‘Dune’, because I had just seen it the following weekend and was thoroughly pleased by the CGI implored in that film. It made me want to set my scene in a harsh desert environment, featuring a large worm of gargantuan proportions. We will see later how my vision manifested into reality, but first here is what I imagined the scene to be:

To further explain, the top image is a birds-eye view of the landscape. It will take place on a ‘flat’ disc, featuring 2 raised hills that will function as large sand dunes. The worm will start in the back of the shot, behind both dunes and will snake its way onto the view of the camera. The camera, acting as another character, will give the audience a sense of being in the film as the camera will emulate human movements, with it bobbing up and down to simulate walking. The camera is stationed on a platform which at this point, I imagine to be some sort of shipwreck in the middle of the desert. At the end of the film, the worm will consume the camera and the audience.

 

 

 

 

 

Bib:

Cromar, William. “Environmentspossibleworld01.” NewMediaWiki [Licensed for Non-Commercial Use Only] / environmentsPossibleWorld01, http://newmediawiki.pbworks.com/w/page/127695491/environmentsPossibleWorld01.

Posted in DART303 3D, Final, Project 2

Project 2 Final

Above is the slideshow displaying the finalized chess board and pieces. I chose 3 angles to view from to get 3 (really 2 and a half) distinct visual representations of the final scene. I initially wanted to have the main view be the side-shot where the camera is ‘eye-level’ with all the pieces and the viewer can feel overshadowed by these ominous and towering figures. However I ran into a few issues with the final editing of the picture, I was not able to get a good lighting adjustment to the picture because I realized that if you spike the brightness up. you can see just a floating square behind the board which was meant to be a backdrop I never put in.

So with that I decided to also include 2 additional angles, one from each ‘player’s perspective to show what it would look like if you were playing from either side of the board. These pictures came out a lot better and I think they really make the pieces and the board feel a lot more realistic than the initial perspective.

I also want to mention that I opted out of using a Depth of View picture, mainly because this made the render time jump up by a factor of 10 and I definitely didn’t have the time to sit around and watch the same scene render, but instead make some aspects blurrier than others.

Here are the pictures again, individually.

 

Angle1.1

Angle2.1

Angle3.1

Cromar, William. “Elementslookingglass.” NewMediaWiki [Licensed for Non-Commercial Use Only] / ElementsLookingGlass, 2021, http://newmediawiki.pbworks.com/w/page/127118741/elementsLookingGlass.

Posted in DART303 3D, Iteration, Project 2

Project 2 Iteration

At this point of the project I have modeled and beveled all the pieces necessary for the final part of the project. All that is left now is to place them on the board and assign the correct material to the pieces.

This is the finished board, which is where all the pieces will be placed in the final scene. As you can see I created a flat cubic area for the 8×8 grid which will make up the majority of the board. Then I created a trapezoidal piece and duplicated it 3 times, arranged them around the board to make a border for the chess board. I decided to go for a metallic material to make up the board, and eventually the pieces when they are placed into the scene. I went for metallic blue and brass for the board squares and a bronze color for the border.

 

 

 

Next are the pieces themselves. After creating a 3×3 divided cube I then extruded the top layer of each smaller ‘cube’ to match up with the initial sketch I made, then did a little tweaking to make sure they were a distinct design for each piece. You will notice for the rook I have 2 different pieces, one more castle shaped and the other like a spiral staircase. At this point I am unsure which of the two I want to move forward with, but for now I have both options displayed.

 

dvf

Cromar, William. “Elementslookingglass.” NewMediaWiki [Licensed for Non-Commercial Use Only] / ElementsLookingGlass, 2021, http://newmediawiki.pbworks.com/w/page/127118741/elementsLookingGlass.

Posted in Concept, DART303 3D, Project 2

Project 2 Concept

This next project we are working on requires us to create realistic objects and place them into a simple scene. This is a classic exercise in 3d modeling and is typical done by creating a tea set, chess set, still life, or some other small group of unique objects to occupy a ‘plate’, or ‘board’. For my project I decided to go with the chess set, since I like the style of the game and its pieces. Also I used to goof-off in my high school ceramics class by creating chess pieces instead of making a bowl or whatever dish-ware we were assigned to make.

My initial inspiration for my pieces actually comes from the previous exercise, “The Nine Square Grid” exercise. I decided I wanted my pieces all to be created from a similar vocabulary of 9 pillars arranged in a 3×3 grid, where the length and width of each column remains constant through each piece, but each of the pillars will be arranged in differing heights in order to convey their unique identities as chess pieces. Below are the initial sketchs.

 

 

You can see that I included a top-down orthographic view of each piece where in each square I label the expected height for each piece that I will create initially. From this point I will do some fine tuning to ensure that each piece feels wholly unique in its design. As of now I expect changes to be made to the pawn, knight, and rook in order to give them more personality.

 

Cromar, William. “Elementslookingglass.” NewMediaWiki [Licensed for Non-Commercial Use Only] / ElementsLookingGlass, 2021, http://newmediawiki.pbworks.com/w/page/127118741/elementsLookingGlass.