Nina Denning

Animation Student

Category Archives: "Uncategorized"

III. Unwrapping.

Posted on 1 September, 2016  in MDU115, Uncategorized

As I was using 3Ds Max 17 I could just use the inbuilt “unwrap”, though doing it manually may have given me a better result, it is my least favourite, tedious thing to do in 3D Modelling, so I was happy to give it a miss. Next time I will definitely edit the map manually with some breaks and welds. Overall the UV was packed quite nicely.

RRETTR

The automatic Unwrap of my model.

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II. Modelling.

Posted on 1 September, 2016  in MDU115, Uncategorized

After I found the design I wanted it was time to start modelling. I began by creating a plane so I could have my reference image behind my construction, this helped with the sizing of my model. I started with primitive shapes such as cylinders,  cubes and spheres. Using the vertices I dragged them out to fit the reference image and added some loops to have more to work with. Making sure everything was planar and straight I started combining my pieces to construct the wrench. I used a lot of symmetry and mirror effects to save time. My model was starting to piece together, there were a few mistakes and overlapping vertices my teacher kindly helped me fix, it was a little different to the original model but i wanted it to be a little less chunky as the Insomniac art-style suggests.  I also needed to add some support chamfers so the edges weren’t so sharp.

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My 3D model in 3Ds Max.

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IV. Baking.

Posted on 1 September, 2016  in MDU115, Uncategorized

So with my wrench, I didn’t build a low poly and high poly model, I figured my original was as simple and as detailed as I wanted it. This meant I only had to bake a colour ID map and an Ambient Occlusion. An ID colour map basically just says which part of the model a certain texture will go on. My ID map began by having the same colour on all objects that are the same, since they’re going to be the same material, I soon realised I needed to change this because the grain on some textures were opposite to the grain on the other part of the model. I went back and made a new ID map with a unique colour for almost every part of my model. Ambient Occlusion maps are used to determine how much light should be shining on parts of the model such as the corners and sides, this went well the first time.

 

Wrench_IDsrettre

My Colour ID and Ambient Occlusion.

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3. UV Mapping

Posted on 22 July, 2016  in MDU115, Uncategorized

I began “unwrapping” my model and soon came to the conclusion that my ‘slight’ changes made a huge unavoidable impact on my UVW. I spent a long time creating my UV Map, and eventually got into a really good step by step process of selecting polys, putting them into my planar map, ‘breaking’ 90’ angles, scaling them down, relaxing them and occasionally having to flip them vertically or horizontally while adjusting their size according to my checker pattern. I did notice a few of my nets that in the tutorial were meant to snap together were too different to do so, so I went with the ‘unique’ process of adding them all in individually ready for texturing. A few of my nets were a little wonky or distorted but that’s the result of my accidental edge movement in my modelling process.

newuvs

My UV-MAP.

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Welcome :)

Posted on 2 June, 2016  in CIU110, Uncategorized

Hi! My name is Nina and i just so happen to be a beginner, aspiring animator! Ive created this blog to not only share my inspirations, views and ideas; but also my progress, work and goals for future endeavours. So please, take the time to peruse this blog, my inspiration may also be yours.

                                                        Ariel-Waves-Hello-Excited-In-The-Little-Mermaid-Gif

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