Thursday 12 December 2013

Activity 4 - Tap (12/12/13)


Modelling a tap.

Firstly i needed to create a cube in order to model it into a tap. I need to set the sizes to
X - 1000m
Y - 20m
Z - 300m
I also need to make 8 segments for X and 3 segments for Z. Once  had made all these changes then make the cube editable.
Next i'm going pull out the polygons and rotate them to create the neck for the tap. To select the faces i need to switch to polygon mode in tools then click the polygons. I need to make sure i'm on live selection to click the 4 faces I'm going to extrude. Now i need to extrude the polygons by clicking on structure then extrude. I need to extrude the polygons 150m by inputing 150 in the offset.
1st - input 30 P under rotation
2nd - extrude 150m again
3rd - again rotate the polygons 30 degrees for P
4th - extrude 150m
5th - input 20 degrees for P rotation
6th - select normal scale tool and scale polygons down by 50%
7th - back to the extrude tool and extrude 200m
8th - rotate again by inputing 10 under P in the rotation coordinates manager
9th - extrude 100m and extrude again 150m. This ensures that you have the proper size of polygons when making the spout
10th - select the two bottom polygons and extrude them 100m
Once you've extruded the polygons you need to switch to the extrude inner tool in structure and input 30m in the offset and click apply, switch back to extrude tool and input -150m in the offset and click apply.
Drag the cube and make it a child of the HyperNURBS. This makes it rounded.
Hide this part of the tap by clicking the top grey dot to the right of the object manager until it turns red.
To make the knobs i create another cube and make it editable. In polygon model select all the side faces of the cube and extrude them 150m.
I then switch to normal scale tool and scale them down to 50%.
Then i use the extrude tool again and extrude the polygons 50m. Switch back to normal scale and input 200%.
Extrude the polygons again by 200m. Next i select the top middle polygon and extrude it 10m. I also need to extrude the bottom middle polygon 200m then extrude it again another 200m. To make the base i need to use the normal scale tool and scale the bottom polygon 200% then make a final extrusion of 10m.
Create a HyperNURBS object and drag the cube into it to make it a child.
Unhide my faucet and i will notice the knob is much bigger than it so i select the know and scale it down 50%, i can do this either by hand or entering 0.5m in all the axes in coordinates manager. I need to position the knob at
X - 400
Y - 255
Z - 0
No i need to create a symmetry object and drag and drop the knob object in. Now i have two knobs on each side of the faucet.




Next i add a material and drag it onto my objects.



Tuesday 10 December 2013

Hunger Games emblem


To get myself aware of the software I decided to re-make the Hunger Games emblem as a project set by myself. At this point I still have so much to learn about the software Cinema 4D itself and 3D modelling.




Firstly I found a template of the Hunger Games emblem, one which was bold so I was able to create the eye line easier.

To open it up on Cinema 4D I chose the front perspective, and pressed shit+V which brings this window up, I clicked on the back tab to upload my image so that the pictures at the back of the shapes I'm going to make.


Now that the image is uploaded i can begin to create the shape. Firstly I used the circle tool for the outer ring, I will later edit the size of the circle. Then using the Bezier tool to create the other shapes. This will create the outline for my shape which will later made 3D, because the Bezier tool is similar to the pen tool on Photoshop I consider myself confident with that tool.

Here's a closer look at how the Bezier is used to make an outline, the lines are not exact but they can later be edited to be precise.






As you can see there's the arrow, ring and mokingjay, so I did each object separately, otherwise it would end up being just a circle


Here you can see the shapes coming together. To achieve the 3D look I had to extrude the shapes separately and make the shapes a child to the extrusion and this is what you end up with.

This is the final outcome without colour or animation. As you can see from the angle the emblem is sat at that its 3D.

For this particular project I wanted to use a matt looking colour, so in the materials tool bar I chose the material matt.


Then I added a a copper colour to finish of this part of my emblem.
Finally, here is my final out come of the Hunger Games Emblem, I am very happy with this considering its the first thing I had made on Cinema 4D.





  Now, after I made the still emblem I decided to     learn how to animate. I am still at a basic stage with this software and still learning. To animate I animated each object separately.





















Activity 3 - Wine glass (10/12/13)


For this activity we were shown how to create a 3D glass, we were also shown how to make the inner glass where the fluid goes.




I began this task by finding a picture of a wine glass on Google images. I had to make sure the image was from straight on.


Then i would open it on the front viewport then by pressing shift and V it opens up the attributes window then i would upload an image to the back so i can work over it and use it as a template, i have to make sure the image is in the centre of the axis so the final image will not be out of proportion. Next i would use a Bezier spline to draw the outer ring of the cup.
.


I then need to make the spline 3D so I create a Lather NURBS with rotates the spline 360 degrees, this can be altered.



Next I wanted to make it more glass like so I went into the material browser and found myself glass material then dragged it on to the 3D model.

Activity 2 - Pillar (9/12/13)



 Modelling a Pillar in Cinema 4D



To start the pillar I add a cube that is -
Size X - 200m
Size Y - 45m
Size Z - 200m


Next step is to create a duplicate of that cube so I press CMD + C to copy then CMD + V to paste, that duplicate will then appear underneath the first cube so i click the move tool and drag the second cube up the Y axis so it sits on top of the first one. My next move was to change the scale in object properties  so i change the sizes to -
Size X - 150m
Size Y - 45m
Size Z - 150m
I need to make sure the fillet is ticked in the same window so it gives it that rounded edge rather than a sharp edge.


Next i needed to make the actual pillar so I choose a cog wheel from spline menu and then change the plane to XZ which will rotate it so it lies flat.


Then I create an extrude NURBS so i can use that too make it 3D. I also then copy and paste the base and drag it along the Y axis to the top.


I then create an Extrude Nurbs so i can stretch it into a 3D object. To do this i need to make the cog wheel a child of the extrude so i just drag the god on top of the extrude.


 To finalize the model i add a floor by adding a plane then add a light and placing that top right so the shadow was visible.

Activity 1 - Robot (3/12/13)






For this task we were asked to model a robot as a practice using Cinema 4D. Firstly I added a cube.


This is the body for my robot, to make the cube the shape i want i need to scale it. I used the attributes window and changed the coordinates of my cube, this can also be changed with the scale tool, but i prefer to use the coordinates.


This is the shape i was looking for, now i'm happy with it i need to make the legs and arms.


To make it easier for me i copied and pasted the shape i made then scaled it for the arms. Then for the other arm i copied and pasted (cmd + C then cmd + V) again so they were the same scale.


I didnt want the arms straight down the side of the body so i decided to rotate them, i pulled the blue axis so it rotated it on the axis.
 Every one of the cubes are copied from the fist cube.

This is my finished robot, its not detailed but its my first model on the software. I am finding the software hard to get my head round but I feel i'll be able to learn and use the basics fairly quick.

Tuesday 3 December 2013

Understanding theories of 3D modelling


Understanding theories and applications 3D Modelling

In this report I will be giving examples of different uses of 3D modelling such as animation, TV, film, games, education and architectural walk through. I will be showing I understand how the models are displayed using colour, texturing, lighting, rendering and viewing. Then I will move on to talk about geometric theory and explain the modelling process and how we use the lines, curves and edges to create a 3 dimensional model and so on. Mesh construction and different 3D software’s will also be discussed with in this report then end on the problems I might encounter myself whilst creating a 3D model.

In three dimensional computer graphics, 3D modeling is the procedure of developing a 3D model using specialized software. It is a process of creating a wireframe model that represents a three dimensional object. That object can be alive or inanimate. A three dimensional model is created using a set of points in 3D space, which are connected by various geometric data such as lines, and curved surfaces.

3D modeling is so realistic and life like that it is used in mostly everything from film and TV to education and advertising, it’s hard to compare and notice which is real life and which is 3D modeling/CGI, here’s a showreel showing exactly how realistic and unnoticeable it is - https://www.youtube.com/watch?v=clnozSXyF4k&feature=player_embedded#at=27

Applications of 3D modeling – 
  • ·      Animations are easier to create than constructing miniatures for effects or hiring extras for crowd scenes. It allows the creation of images that would not be feasible using any other technology. It also takes one graphic artist to produce content without the use of actors, expensive sets or props. Animation films such as Monsters Inc., Tangled and Frozen are all films that use full CGI. Animation can be used in advertising and music videos. Here’s a showreel showing different character animations - http://www.youtube.com/watch?v=UyRODPEEa_A




    ·      CGI was once only used within films but as the use of CGI has become cheaper its used in so many TV shows, its easier to use CGI than build a great big set, it allows for better camera angles and shots. Coronation Street, which is a soap, was the first show to use CGI in a live performance. Game of Thrones is a good example for the use of CGI, it’s a fantasy which is set in the medieval time period. Although they had built half the set they still used CGI to make it more realistic, they also used CGI for dragons. Here’s a VFX break down for Game Of Thrones - http://www.youtube.com/watch?v=imPwJ_AsVk8



    ·      CGI is used mostly in films that are futuristic or based in the past. Visuals scenes could be dynamic or static and may be 2D although the term CGI is referred to 3D modeling. Terminator 2 was the time where CGI became realistic and from then its just progressed and will keep progressing. Here is an example of how much CGI is used and how realistic it is - http://www.youtube.com/watch?v=H72IqJjP9l8The Great Gatsby, which was released in the year 2013, was made all with green screen as the set and little actual set. -  http://www.youtube.com/watch?v=SLZ4_q85Ilc 



    ·      A virtual world can be created using CGI. Games can be created using 2D characters but the advanced gaming that is today is mostly 3D characters and a virtual world where the possibilities are endless. CGI in gaming allows the users to interact with the characters which means they will do whatever the user needs and wants them to do. Users are also able to play amongst other users, they see the game in the characters point of view then are able to see other users. Graphics and the CGI quality in games are increasing, technology is advancing and games are going to be life like, as if you are really in that virtual world.



          Grand Theft Auto 1997
          
           As you can see from this very first Grand Theft Auto game in 19997 the graphics are terrible and its a 2D birds eye view the whole game. When the game was released people thought this was amazing.








        Grand Theft Auto San Andreas 2004
        
         The graphics in this game from 2004 are greatly advanced from the first game but its still simple and produced more glitches. The sky's are plain and there isn't much detail.









          Grand Theft Auto 2008

          In the space of 4 years the details in the environment have changed and advanced, at this point everyone was amazed at the advance in technology for graphics.

























    Grand Theft Auto V 2013

     In 2013 Grand Theft Auto V was released and the graphics are amazing, the attention to detail is perfect and it will get even better. It took 3 years to create and release this game due to the detail in the graphics.