Sunday, April 12, 2015

Assignment #8: Pre-Rigged Character Animation

The sixth assignment was to create a simple animation using a pre-rigged character. In class, we were taught how to control and manipulate the classic Lowman rig. However, I have much more experience using the SimpleMan (pre-rigged character), so I decided to create an animation using this rig instead. Originally, I was going to create a karate kick animation. However, the way the inverse kinematics are set up with the SimpleMan rigs made this very challenging. So instead, I created a short animation where the character takes a bow then punches towards the camera. Below are some screenshots from the animation process.
Screenshot of the character preparing for punch
Screenshot of character during punch


Assignment #7: Simple Animation

The seventh assignment involved creating a simple animation using the techniques covered throughout the course up to this point. I decided to get started on my final project and animate the assembly of basic cubes (to use later in my final Menger Sponge animation). The cubes started out as a net, which is basically the shape you would get if you unfolded all sides of a cube. This shape then begins to animate and the initial cubes take shape from the original nets. These cubes then duplicate and assemble themselves to create a stage-1 Menger Sponge. This is the basic concept behind my final project. The goal would then be to use the stage-1 Menger Sponges as building blocks for the next Menger Sponge (showing the fractal nature of this design). This process will ultimately repeat until a Stage-4 or 5 Menger Sponge is created. However here is the basic animation that I have up to this point:

Step 1: The flattened cube (net)
Step 2: Cube assembly in progress
Step 3: Completed cubes
Step 4: Cubes duplicate
Step 5: Stage-1 Menger starts to take shape
Step 6: Completed Stage-1 Menger Sponge.

Assignment #6: Shaders/Lighting Exercise

The sixth assignment was to create a model and experiment with materials, shaders, and lighting. Continuing with the fractal theme, I created a 3D version of the Sierpinski Triangle using the reference image below. I used polygonal geometry to create this model, as using NURBS would introduce unnecessary complexity. I created my own shaders and edited properties to make the model semi-transparent so that all iterations of the fractal can be viewed at once. I also experimented with various light sources to get the effect that I was looking for. Overall, this exercise helped me get more comfortable with shaders and lighting as a whole.

2-dimensional Sierpinski Triangle
(image: https://www.zeuscat.com/andrew/chaos/sierpinski.clear.gif)

Another view of the completed model.


A render of the completed model.


Tuesday, March 10, 2015

Midterm - Self Evaluation

I have learned a lot about Maya throughout this semester. When I started this class, I had absolutely no experience with Maya (or 3D modeling/animating) whatsoever. I feel like I have come a long way since then. We started off learning the basic primitive shapes, and now we are creating complex models using curves and the many techniques associated with them.

I am most comfortable with drawing curves and creating realistic models using photo references. I found the first few projects to be challenging because there was no physical photo reference in Maya to base the models off of. However, once I learned how to create an image plane, it became significantly easier to create more realistic 3D models.

I really enjoyed learning about the different types of curves and the techniques associated with them. I am used to using Bezier curves (since I have done a lot of work with Adobe Illustrator), but Maya has quite a few more options. It fascinates me how a simple curve can be used to create such a complex geometric shape. I wish to further explore these concepts in the future.

I have the most difficulty with modeling NURBS with CVs. Although pushing/pulling CVs often gives the model an organic look, I find it very difficult to keep the model somewhat symmetrical or to simply achieve the desired result. However, I have been practicing these techniques in quite a few of my models, so i definitely feel more comfortable with this type of NURBS modeling with practice.

I would also like to learn more about modeling with polygons. Since most of my origami work is symmetrical and based on fractals, I would like to incorporate that style in my 3D models. However, it can be difficult to create a fully symmetrical model using NURBS. It is obviously possible to achieve the desired result using NURBS; however, since it seems 3D modeling is heading in the direction of polygons, I would like to learn a bit more about polygon modeling as well.

Overall, I feel like a have learned a great deal of information both inside and outside of class this semester. Although the basic concepts are taught in class, I realize how important it is to expand your knowledge by learning techniques online outside of class. Becoming proficient in 3D modeling definitely comes with time and practice. I will continue working on building my library of Maya skills, and ideally apply them to a more complex and comprehensive final project.

Sunday, March 8, 2015

Assignment #5.5: NURBS Modeling (Surfboard) [WIP]

This was not a formal assignment. For my final project, I would like to create a surfboard, so I decided to get a head start on it. As the title states, this model is still a work in progress. I used the image below as a reference to get the basic curves that go into surfboard design. By lofting and extruding these curves, I was able to create the basic shape of the surfboard. I ran intro trouble making the top of the surfboard because Maya will not allow you to create a surface (using planar) if your curve is not consistent in either the X, Y, or Z dimension (meaning the curve is not flat). To get around this issue, I simply extruded the curve I used to make the stringer and projected the top rail curves on the extruded surface. I then used the trim tool to cut out the shape of the board. I created different materials for the fiberglass of the board and the wood used in the stringer. Many improvements can be made to this model, but I am pretty happy with it so far. I also intend to add my previous fin model to this surfboard to make it a complete setup. Below you will find an image of the reference and a frame from my final render.

The reference used to create the shape of the board. Image found here.

A frame from the final render.

Assignment #5: Modeling Using Curves (Surfboard Fin)

The fifth assignment was to create a model using curves. I used the image below as a reference to re-create the basic curved shape and structure of a surfboard fin. I used the lofting, planar, and extrusion techniques to create the curved surface of the fin. I then molded a NURBS cube to create the fiberglass part of the fin that gets inserted into the board. I then mapped curves to the surface and used the trim tool to hollow out sections on the bottom of the fin so it would fit into a board. I then created the fiberglass texture by creating a bump map with the cloth texture and changing the attributes to give a fiberglass effect. The top of the fin was then textured to represent carbon fiber. Below is a screenshot of the reference, design process, and a photo from the final render.

This image was used as a reference to create my 3D fin model

A screenshot from the animation process (after creating curves)

An image of the final render

Assignment #4: NURBS Model (Rubber Duck)

The fourth assignment was to create a more advanced NURBS model simply using primitive shapes. Although the completed model resembles a rubber duck, I feel as though it could be significantly improved with the use of curves (and lofting, extruding, etc.). This model was created with a few primitive NURBS shapes. Then, by simply selecting and pushing/pulling CVs on the surfaces, I modeled the beak and wings of the rubber duck. This process is very time consuming, and it can be difficult to achieve the desired result. I would like to explore curves more in the future (as I think these would make it much easier to create more sophisticated models). Below are some screenshots from the final render.

A frame from the completed render (with backgrounds/textures)


A frame from the completed render.