Sunday, 6 December 2009
Saturday, 5 December 2009
S.W.O.T Analysis
Strengths
Weaknesses
Opportunities
Threats
My biggest strength is my determination to complete the assignment to a high standard and my determination to learn how to use 3Ds Max. Another of my strengths is that I persevere to solve any of the problems I come across, and make sure I understand why the problem occurred, rather than just finding a quick solution. These strengths should hopefully mean that I complete the assignment to a high standard that I am pleased with.
Weaknesses
My biggest weakness is the fact that prior to taking this module I have not ever used the modelling software (Autodesk 3Ds MAX) before. It looks like a very complicated piece of software to master and I feel my lack of experience will no doubt mean an increase in the time it will take me to complete my assignment. Another of my weaknesses is my lack of artistic skill. I do not have the greatest ability when it comes to art and this will play a huge part in the assignment. This could mean that my finished models are not of the best quality.
Opportunities
This assignment gives me a huge opportunity to gain to expertise in software that is completely new to me. It is also a very important part of computer games design and so any experience gained will massively help me in the future.
Threats
The biggest threat to my project is the deadline time. It will take a while to learn everything I need to know in order to complete the assignment. I do not want to rush into completing the assignment before I feel my skills are good enough to complete it to a high standard, however the longer I wait and the more I practice means less time to complete the task.
Thursday, 3 December 2009
Emperor Penguin Development
Used the material editor to import the UVW map onto the model. The model lacked detail when rendered so I added a bump map to add some detail back onto the model. Changed the specular and gloss levels to give the impression that the penguin had just come out of the water. Created another material for the eyes with a high specular level to reflect the light for a realistic finish. Model was then finished!
Started to create the materials and textures for the penguin. Applied the unwrap UVW modifier. Then with faces selected I labelled each of the penguin's body parts. The Unwrap modifier allowed me to specify the shape of each part. This meant when it came to flattening the map the polygons would stay roughly grouped together making it much easier to texture. Although it took me some time to get the model unfolded correctly I eventually was able to render a UVW template to use for creating the textures. Finally I created the texture image in Macromedia FIREWORKS! CS4.
Made a few minor adjustments to the position of the head on the body. Then added the detail to the beak and created eye sockets by using the cut and slicing tools then moving the vertices inwards slightly so that the turbosmooth rendered with the correct shape.
Created a sphere for an eye and used the symmetry modifier once again to create the opposite eye. Then I modified the feet to make them look webbed and give the penguin some claws. The turbosmooth rendered the claws were very round to start with so I used the connect tool to add more edges to solve the problem.
Added on the penguins feet, again with the extrude tool. The body proportions were also altered once again to improve the models appearance.
Added the Turbosmooth modifier on and turned the iterations to two as the edges and vertices still looked jagged with one iteration. Rounded off the body more and changed the head and beak to be more like the correct proportions of the penguin's body. Then I added the flipper and tail by extruding polygons.
First I set up the symmetry on the object and then made the body rounder and larger to look more like the emperor penguin. I then extruded the polygon to create the beak and then used the cut tool to add more vertices to create a slight bend at the end of it.
Started with a simple box with a few cross sections and converted it to an editable poly, then manipulated the vertices into a rough outline of the penguin in the same way as the previous two models.
Gecko Development
Once the texturing was set up I imported the UVW map onto the object in the material editor by linking the image file with the diffuse colour. I then added the same file as the bump map to create the impression of Gecko skin and changed the specular and gloss settings to add some definition. Finally I created a texture for the eyes and applied it to the object to complete the model.
Now the model was finished I could start the texturing. I applied the unwrap UVW modifier to the model, then labelled each segment of the model and defined the shape of each part. Next the UVW template was flattened in order to create the UVW texture template. To create the textures I used Macromedia Fireworks CS4.
Completely reshaped the legs, as they did not look natural and added a slight curvature to the tail. Raised the neck and head to give it a more natural looking pose.
Focused on the facial features of the Gecko. Added in eye sockets by using the cut tool and manipulating the vertexes into position. Changed the nose shape slightly and added a mouth line in the same way as the eye sockets were created.
Improved the leg's shape as I was not happy it. Changed the feet as firstly the toes looked too small and the Turbosmooth rendered them as being very flat and webbed looking. To do this I deleted the feet and recreated the polygon with the create tool, then extruded the feet back out.
Added in a sphere for an eye and then used the symmetry tool again to mirror the eye to create another on the opposite side of the head. Then I created the back legs and feet using the same extrude method from before. Also changed the head shape slightly.
Started making the front legs and feet by using the extrude tool on the polygons. Was not happy with the shape of the Gecko so it was altered slightly.
Added on a Turbosmooth modifier to make it look neater and turned up iterations to 2. Changed the Gecko's shape slightly. Used the quick slice and cut tools to add more cross sections and vertices, so that the head had a more rounded shape.
Started with a simple rectangle with a few cross sections, similar to how i started my shark. Then manipulated the vertices into a rough outline of a Gecko. Set up the symmetry modifier so it would save me time as only one side would need to be created.
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