Level 3- 3D Modelling-Environment Modelling


Environmental Modelling

UVing


Interface of Maya





What is UV mapping?-
                                        UV mapping or UVing is a method of painting 3D models. It is used to paint every detail of a 3D ovject. In the process of UVing the model is cut in half, and the inside is painted, then the model is stuck back together using 3D software.

0-1 UV Space-
                         0-1 UV Space is the square in the centre of a UV editor. The U is horizontal (0) and the V is vertical (1). This means that 1-0 is the next UV square to the right, 2-0 is the next and it continues. 0-1 is the square above and continues the same.



Working outside the UV Space-
                                                       Working outside the UV space is used to texture models on a larger scale such as buildings or a model that can use looped/repeated textures. When working out of the UV space the UVs will loop around and repeat around the model. This can be used to texture buildings because of the way the bricks can be repeated to look the same, this would also be useful for grass and fields and scenes on a larger scale.



How to UV with Maya-
                                     




Texture Maps-
                         Texture mapping is the method of , modelling that is used to define the higher frequencies of detail, textures or colour information in the design. Texture maps are used to make a texture that will wrap around an object and create a textured model. There are 3 different map:

- Colour map. Colour mapping is used to map the colours of one to source to another source.
- Transparency map. Transparency mapping
-Specular map.

These different maps will all come together to make a singular texture that will wrap around the model.


Transfer Maps-

Texture/UV Terminology-

Additional research-
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Maya

What modelling software is used in games-
                                                                         There are many different software's that can be used in games development. The software is designed to help creators model characters, environments and assets. The software which can be used include Maya, MudBox and ZBrush, photoshop can be used to paint and UV these models.

Ambient Occlusion-
                                  This is a technique used in 3D Computer Design to show how exposed each object is, it is used to create ambient lighting and show how it will bounce off other objects in the virtual world.

High and Low poly modelling-
                                                    High and Low poly modelling is a term for the number of polygons in a mesh. The reason why low and high polygons are used is because of rendering. Games use
real-time-rendering, which means that it has to render in objects instantly, and if a game used only high polygon characters, environments or objects it would take too much time to render so the use of low polygons would decrease render times and make the game run better.

 
What are polygons-
                                  Polygons are used in 3D Computer Design to make models that have a three-dimensional appearance. Polygons are made up of three lines......                                      
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The Project

10 initial ideas-
                          1- My house 

                          2- Bullring

                          3- Birmingham City Cathedral 

                          4- St Francis Catholic Church

                          5- BerryFields block of flats 



                          6- The BT Tower




                          7- Rotunda




                          8- Birmingham Central Mosque 



                         9- Sutton Coldfield abondoned train station




                       10- The Royal Oak pub




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Guide in the Coke Can

In File, Project Window I am able to create a project file, choosing a correct location.
Grid option on the Shelf allows the user to change grid size.
Selecting View, Image Plain and Import Image allows the user to import an image. To choose a picture from source images, select Create a new layer and assign selected object.

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Coke Can

In this project I was asked to model a Coke can. I am gonna use Maya because it is suitable to make objects that seem to be real by having many tools to use in the software.

To CV Curve and Revolve: Create option --> Curve tool--> CV Curve Tool.
To change within the object: Surface--> Revolve.
Output Geometry should be Polygons, Type should be Quads and the Tessellation method should be General. When these changes made, hit Apply.
Channel box--> Inputs--> Tessellate. Changing the U Number and V Number helps to make a form of the coke can.

To delete history, select Edit--> Delete by type--> History.
To save, make sure to name the file as "can.0001.mb". This will help me to save the process quicker with CTRL+Alt+S.
To repeate last action on Maya, hit the letter G on keyboard.
To fill hole, hit Shift+right click and Fill Hole.
To extrude, hit CTRL+E. R will allow to scale the extruded face.
In the Modelling Toolkit, choosing Drag will help me to hold the mouse and drag it around so only those faces will be selected that the mouse will tap.
To hide objects, hit CTRL+1.
In Modelling Toolkit-->Symmetry--> Object X, to work symmetrical.
To create edge loop: Shift+Right click--> Bevel Edge.
Target Weld Tool: This helps to merge vertices into one when they are overlapping or can be connected together. Shift+Right click--> Merge Vertices--> Target Weld Tool.

This is a coke can project we started to help us progress through Maya, using my tutor's tutorials and videos we will creat a fully modeled and rendered coke can.


This is how far I got with doing the can. I would like to have gotten further with the modelling but i found this very very difficult to model as it is my first proper experience with Maya and everything was very new to me. I luckily had my tutor's videos to help me solve any problems I encountered.






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This lesson I started a new project where I will to model a building.

I chose to model my own house, I was very disappointed I didn't that I didn't finish it, I needed to have managed my time a lot better and produced more work in the time I did have. I found this project difficult because I don't have much experience in Maya, the next project I will aspire to aim for better quality and a finished product.










Evaluation

This project did go so well to how I would have hoped that I would have made more then just the garage door, window and front door. I am however very happy with the outcome and the detail I managed to put into the door front door and garage door. I should have managed mt time a lot better though because I did not get as much as I wanted done on the whole model. I should have spent more time on doing the whole model instead of focusing on one asset. I should have really managed my time and my focus a lot better on this project.







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