Wednesday 31 October 2012

Modelling the telephone

To make the phone I first created the base shape. I made a box and used the connect tool to separate it into three parts. I then moved the edges of the editable poly to create the bent shape.

I then used the connect tool again along with the extrude tool to create the handset grips. I scaled them smaller to create the finished shape.

I then rendered the shape to see what it was like and I noticed that 3ds had made the base smooth around the base where it should have ridged edges. To fix this I selected the bottom polygons and removed its smoothing groups. This then produced the correct shape I was happy with.

I tweaked it here and there and I was pleased with the shape. I then added shallow cylinders for the feet of the phone.

The next step was to make the handle. I made a box and used the connect tool to create other polys. I could then extrude the edges and the polygons to make the correct shape.


I then made the speakers by editing a cone and squashing the shape into a bump. I then selected the bottom row of polys and moved them out. I could then lower the upper polys to create the edge of the speaker.


I then mirrored the shape and positioned the speakers in the correct places to complete the handset.

 
The next step was to make the dial. I created a short cylinder and inset the top twice. I then extruded the middle set of polys to create the center dial.


To make the number circles I inset a small, short cylinder. I then copied this and placed then equally around the dial.


I then used the text tool (which I used via a youtube video) to display the numbers. I aligned them accurately and sized them appropriately. I displayed the numbers 0-9.

I really liked the text tool, it was very easy to use.


The final step was to add material. The phones were traditionally made using black shiny plastic or metal. Therefore I used a shiny black material and applied it to the base, handle and numbers. I applied a gold texture to the center of the dial and ticker.


I grouped the base objects into one and the handle into another group. This will make it much easier to animate the phone being picked up.

I am really pleased with the phone and I am glad I have learnt to use the text feature of 3ds.

Path constraints and cameras

In this tutorial we recapped on using path constraints to give an object a path. I drew a line spline to create a path and then edited it using its vertices to give it height.

I could then my cone by chosing animation > constraints > path constraints. I used this technique before in last years work but it was very useful to recap.

I then started using the cameras. Firstly I used the free camera. I then used the link tool in the top left to link the camera to the cone. I had not used this button before and it was very useful to learn. I think it will be very handy when creating the animation.

I created simple boxes to represent buildings to give the animation a more interesting background.

I then tried using target cameras. I could then link the target to the cone so the camera would follow the cone around its path.

I found this very useful and will use it in the animation.

Creating the telephone

I was allocated to model the telephone that FDR picks up and puts back down.

To make it realistic I had to make sure the phone was the correct model for the era.

I searched the web and found this telephone. It was used widely in american offices and is the closest representation of the correct phone that FDR could use.

I will model this starting with a box. I will model the base and the speaker in two separate parts.

Wednesday 24 October 2012

Japanese Ship

I had to create a Japanese ship for the beginning scene. The shot is only from a first person perspective so I don't need to create a whole ship. I only needed to create the flight deck from which the planes will take off from.

The first step was to create the deck itself. I did this by creating a shallow box. I used the connect tool to separate the box into 3 sections. Here I could shrink each section to create a bowed front.

I added a decking material to the shape. I wanted a grey, slightly shiny surface so once I uploaded the material I modified it using the spectular level and glossiness.
The material layed incorrectly on the bowed part of the shape. I had to use a UVW map to change the material to a plane layout.

I then had to create a couple of frequency towers. These were used to relay messages to the flight deck from the control room.

I made these using a series of cylinders. I made four into a square shape. Then I connected them using horizontal cylinders. The final step was to link them with cylinders angled at 45 degrees.

I grouped this shape and copied it so I could place a tower either side of the deck.

The next stage was to add the labels on to the decking. To do this I created a plane and added the appropriate material to it. I made sure the image was the correct size by using the bitmap fit option in the UVW map. This made sure the Japanese image was the correct size.

I then added flight guides to the deck using the same method but I used a plain white material. I elongated the shape to form the guides.


I aligned the shapes with the decking but the image was conflicting with the decking material. Therefore I has to raise the plane up the slighest amount so the image was visible.

This created the deck.

The animation will use it from a first person perspective so it was important it looked good from ground level.

I am pleased with the model and am looking forward to it being in place in the scene with the correct lighting and environment.

Creating the battleship

Creating the USS Arizona was the first large model I had to make. I am basing the model on images I found online of the naval ship as well as model replicas like the ones below.


Using these pictures I could make the ship more realistic to the Pearl Harbor attack.

I firstly had a go using reference planes and extending a normal plane to the shape of the ship. I set up the reference planes using Bitmap fit which confirms the images of the ship blueprints I am using have not been altered in shape. from here I line them up accurately and create a plane infront of the image. I can then convert to editable poly, select edges and hold shift to extend the shape. From here I can move the plane to the edge of the bluprints and create the ships shape.

Once the side of the ship had been made I could extend the top edges to create the ships floor. But because I used so many polygons I found this challenging and very time consuming.

 
So I had a change of plan. I researched some ideas on how to create the ships hull and I came across a spline/loft technique.
 
 
To do this I still used the reference planes. In each viewport I drew the ships outline using splines and used the Fillet tool to curve the edges. Also I drew one straight line that would tell 3Ds Max how long I wanted the ship to be.

 

Once I had drawn the different views of the ship I used the Loft tool. I then selected the Fit option underneath the Deformations tab. From here I could select the X, Y or Z axis and loft the splines to the required shape. By doing this each for X, Y and Z, using the correct spline for each, I had created the ships shape.

The ship was too shallow so I used the scale tool to make it the correct height.

Once I had the shape I could start tweaking the ship to create extras such as side barrier. To do this I used the Inset tool and Extruded it to make a small side barrier for the ship's "passengers".

The USS Arizona has a upper deck. To make the ship have this different deck I selected the relevant polygons and moved them upwards. This was then the finished ship hull.


I now could add the extras to the top of the ship. The first extra part were the turrets. To make these I created a cone and made it into an editable poly. Then I could manipulate the shape using its vertices and make it a flat. The I selected half the shape and moved it along.

 
The next step was to add the turret barrells. I created these using a tube as then selected the end polygons and scaled them smaller. This created the funnel effect I was after. I then deleted the relevant polygons and set the barrell inside the turret shape.
 
 
I then could copy the barrells and add two more to the turret, entering them in the correct empty polygons.
 
I added a turret base to make it stand taller. The image of the USS Arizona shows that the connection between the turret top and the cylindrical base is made from an edged cylinder. To make this happen I used the knowledge I learnt from smoothing groups. This allowed me to select the top polygons in the base and remove the connected smoothing groups. This gave an edged shape as you can see in the render viewport.
 
 
From here I copied the turret 3 more times. On 2 of the copies I removed the cylindrical base so they sat lower than the other on the boats hull. This was because the USS Arizona used this setup. I used the align tool to correctly align each of the turrets in the right position.
 
The next stage was the main station on the boats deck. I created a box and connected the edged using the connect tool. I could then manipulate the shape accordingly to produce the station. By doing this to the upper lines I could create a sort of "roof" to the station.
 
Now I could add the doors and windows to the station. I used the extrude>inset>extrude method to create them. I think this gives the ship a more realistic feel and gives the impression that real people could use it.
 
I could now start making the command tower. This comprises of 3 different boxes, each having been changed using the connect tool as well as extrude>inset to create windows and doors.
 
The next step was the control bridge. Again, I used the connect tool, as well as Move, extrude, chamfer and inset. I tried to make the shape as close as I could to the real thing.
 
I then set the command tower on top of the bridge using chamfered cuboids to show the structural support. I used the rotation tool to angle the support to the identical positions as on the image.
 
Then I created the steam tube. This is placed in the center of the ship and consists of two shapes. I transformed a cylinder and a cone into an editable poly. I then could change the shape to fit the image.
 

 I build the other supports around this shape.
 
The next step was to create the radio level on the front support. I created a box an transformed it using editable vertices. I then used the connect tool and extrude to create the antenna. I also added another command tower to the top of the support.
 
The final modelling step was to add the satellite ladder. I tried using the boolean tool but the shape only wanted accept one shape. Therefore I had to extrude the shapes inwards both ways to create the holes.
 
I then aligned the shape in the center on top of the turret.
 
 
The final step was to add materials. I added a metallic base to the components on top of the ship. I used a UVW map to straighten out any material that didn't lay on the shape correctly.
 
I then had to add a material to the hull of the ship. I wanted to use a UVW unwrap modifier but I found that the shape had too many polygons. Therefore I decided to use a normal colour to add to the ship. This could be added to the shape without any trouble.
 
I added a a dark grey material to the top of the ship, a black level band around the ship and a red bottom. I based these colours on a model replica.
 
I then refined the colours using selected polygons so the correct materials went to the correct place.
 
To add a life-like finished touch I added an opaque glass effect to the windows.
 
The finished ship attempts to show the USS Arizona as life-like as possible. I am pleased with how it looks and I hope it will look impressive in the animation scene.




Wednesday 17 October 2012

Fire Tutorial

Learning how to create fire on 3DS Max was an exciting idea for me. I think it would really liven up the animation and make it more interesting.

To make it I used the Super Spray tool in the Particle Systems.

Making the fire was very similar to creating the smoke in a previous post. I changed the spread and the particles to a spread.

Under Particle Generation I changed the particle qunatity to 200 particles. This contains how many particles are shown in the fire. Also here I could change the speed of the fire. I could also change the variation which varies up what way the fire spins.

I changed the fire in similar ways as I did the smoke. I just made the fire shorter and faster with a larger variation. This creates the effect of fire. I also changed the rotation and collision settings. I tweaked with them until I was pleased with its look.

I then added a material. I added a noise map in the diffuse box. Here I changed the colours from greys to a yellow and a red. This would create the fire image. I also changed the noise to fractual. This changes the way the fire looks and makes it more realistic.

I then added a gradient to the opacity box. Here I changed the noise threshold  to 0.5 to make the colours slightly more separate.

I also changed the noise amount and size and played around until I was happy.

I made sure I checked the 'face map' box at the parent window. This means the colour will effectively represent itself in the fire.

I never thought of creating fire in 3DS Max and I now think its great. It will really help the animation come alive.

Smoke Tutorial

For the Pearl Harbor attack I will need to know how to create smoke. I will use this in scenes that show the destruction of the Japanese bombing.

I used a Super Spray (under particle systems) to create an emitting object. I selected load preset>hose. This gives the smoke its rising effect.

I could then used the parameters box in modifiers and played around with the spread option that could widen the smoke. This would be useful for larger smoke. I then changed the preview to Mesh. This gives a more realistic shape.

Under Particle Type I changed the standard particles to 'Facing'. This means that whatever view you are looking at the smoke it is always the same.

Then I could play with the Particle Generation tab. I could change the speed, to increase the size and speed that smoke rises. The variation allows the smoke to curl different ways.

By changing the 'Emit Start' to -100 it allows the smoke to be full capacity at the beginning of the scene. Changing the 'emit stop' and 'display until' changes how long the smoke of visible for in the scene.

I could then change the size. This makes the smoke funnel wider. This would be useful if larger objects are on fire.

Under Rotation and Collision I could change the spin time and variation to change the way the smoke particles looked.

I could then add materials to the smoke. I clicked the diffuse button and selected Particle Age. Here I could change the colours in the smoke. I chose dark, medium and light greys for the colours. this gives a smooth render of colours.

I then selected the box next to the opacity tab. I selected Mask. In mask I made the map box a Noise map. This gives the smoke a more realistic look. For the Mask box I chose a Gradient. This gives the colours a smoother mix and makes it more realistic.

I could then render and get an idea of what it will look like.

Smoke will be extremely useful for this project and it gives life to the animation.

Friday 12 October 2012

Learning a new skill

During this 3D project I am hoping to broaden my skills in 3Ds Max.

I aim to be able to use splines and the loft tool to create a shape. This will really help when creating complex shapes such as the hull of the battleship. I think this method will be very useful and will provide a quick and accurate way of creating objects.

Also I am hoping to gain another new skill using reference planes. I am hoping to use this to create the hands of the chararcters. This is a very useful skill which I know works because other members of my team have used it to create planes and jeeps.

I have already learnt how to use the connect tool. This really helps me create an attractive shape with accurate lines. I think this new skill will be most useful when modelling.

Monday 8 October 2012

FDR suit

For the animation we will use President Franklin Roosevelt. It will be from his first person perspective. I had to find out what sort of outfit he wore so I can realistically render it when creating his arms.

I found that he wore smart attire, with mostly bland coloured suits. The suits are made of woven material that can be rendered using an appropriate image.

His suit is a deep, faded green colour with white sleeves. I will use this as a basis for modelling FDR's hands.

The suit will use a fabric texture similar to this:

The material is relevant to the time the animation is set and was a popular choice for upper class citizens.

Wednesday 3 October 2012

Smoothing groups

This tutorial is about smoothing groups. I allows a shape to be smoothed without having to use a modifier such as turbo smooth. This will greatly decrease the time to render.

I explored the technique using a sphere. I  made it an editable selected the top half of the sphere. I scrolled down the tools and cleared the smoothing group. I then rendered to show what had happened. It removed all the smoothness from sphere and showed the polygons that make the shape.

I then selected the bottom half of the sphere and added a different smoothing group, number 2. I rendered it and it is obvious what part of the shape has a different smoothing group.

I then slected the polygons that were connecting the two different smoothing groups. I made these have a group of 3. This means:

  • The top half has a smoothing group of 1
  • The bottom half have a smoothing group of 2
  • The middle connecting polygons have a smoothing group of 3 with their respective smoothing groups (either 1 or 2)
I then rendered and shows that the sphere has 1 smooth shape, but with 3 different smoothing groups.
This technique will definately help when modelling and when rendering.

House tutorial

For this tutorial we were meant to gain experience using the connect tool. It is a quick and accurate way of connecting polygons with lines.

I convert the shape to an editable poly and select an edge. I then select the ring tool to highlight all the edges looping the shape. I then used the connect tool box which allows more accuracy. I can then select how many connections I want, how far apart they are and move them up and down the shape.

I did this to make a polygon for a door. I then used the extrude box tool and the inset tool and then extrude box tool again to create a door with a frame.

I then did the same for a window.

I could then raise the roof by adding a connection across the roof and then raising it.

I then added materials and created this house.

The connect tool is a great way of creating more polygons and I will definately use it in modelling in the future.

Monday 1 October 2012

US captain Research

For the animation I had to find out who was commanding USS Arizona when the Japanese attack happened on 7th December 1941. It was Captain Franklin Van Valkenburgh.

He was in charge at the time when Pearl Habor was attacked.

        'Capt. Van Valkenburgh sped forward from his cabin and arrived on the navigation bridge where he immediately began to direct his ship's defense.'

        'A violent explosion suddenly shook the ship, throwing the three occupants of the bridge—Van Valkenburgh, an ensign, and the quartermaster, to the deck, and shattering the bridge windows.'

His attire was a full US Captain's outfit, identical to the one above. This outfit will be used to model in the animation.

Battleship Research

The battleship I will be modelling is USS Arizona. By scouring the internet I found several images of the ship before it was bombed. These images are very useful for modelling and getting an idea for what the finished outcome should look like.

Using these photographs and model replicas I can plan my model to see how I will construct it.

To help accurately model the battleship I researched blueprints for USS Arizona. I came across two images that will help me.


These two images with top and side perspectives will be used on a plane on 3Ds Max to help guide me to model the ship.