the lathe tool take the line and creates it into a full 360. this can come in usful because it allows you to draw things such as bottles, glasses, tableleg, pillar using the line tool then use the lathe modifier and its makes it from a flat line to a solid object quickly and easily without messign around modeling each individaul part of the complicated bottle u want.
i made a lamp trying to draw from the front view however this was difficult and never quite went the way i would of like it. however after talking to other students i discovered they were creating better designed objects from drawing the object flat from the top view. affectivly lying the object you want down on the ground.
Friday, 21 October 2011
3D modeling lamp post
Today we created a lamp post, using 3D max this process was completly designed from one cylinder. using toold like extrude, inset, bend we slowly morphed the cylinder into the shape of a lampost post.
this session proved alot less complicated that i first thought it would be. this in turn made me realise that alot of 3d modeling can be made alot easier than i have been thinking they would be.
this session proved alot less complicated that i first thought it would be. this in turn made me realise that alot of 3d modeling can be made alot easier than i have been thinking they would be.
Friday, 14 October 2011
3D max material editor 2
Learned how to create transparent objects for windows. this process was easy. in the materail editor like before we put the specular settings to make it refelct light slightly. then we simply added the colour white with a hint of blue as the general window colour. then turned the opactity down to 25 and put it on the box to create a window.
then i got showed how to create a hole in things using the Boolean technique. in which i took a box and put it through the middle of another box about the size of the window frames i wanted and then went into the primtives drop down menu you to the compound object and click boolean. it makes a perfect hole through the box. however it depends on how far you put the box through the other object. altho it doesnt have to be a box it can just be object through object.
then i got showed how to create a hole in things using the Boolean technique. in which i took a box and put it through the middle of another box about the size of the window frames i wanted and then went into the primtives drop down menu you to the compound object and click boolean. it makes a perfect hole through the box. however it depends on how far you put the box through the other object. altho it doesnt have to be a box it can just be object through object.
3D max material editor
with luke today i got shown the material editor and how we can change settings inside the editor so that instead of being given a really bland and boring texture onto the surface of our image. he also showed us how to title your texture which led me to think about that when i make textures for my project i should think really carefully about making them tile easily to avoid clear lines in 3D max rendering.
with the changing the textures to make them less bland you scroll down in the material editor and there is a set of options in which u can move the sliders and change the spetular levels in the textures. therefore giving us a better finish.
with the tiling of our texture in the material editor under the drop down menu coordinates, you can find a tick box which says real world scale and then you can change the height width to change how many times your texture is tiled into the wall therefore allowing you when making a model to make sure things such as bricks arent bigger than your doors.
with the changing the textures to make them less bland you scroll down in the material editor and there is a set of options in which u can move the sliders and change the spetular levels in the textures. therefore giving us a better finish.
with the tiling of our texture in the material editor under the drop down menu coordinates, you can find a tick box which says real world scale and then you can change the height width to change how many times your texture is tiled into the wall therefore allowing you when making a model to make sure things such as bricks arent bigger than your doors.
3D max work shops
today with mike i started to work straight from a plane to create a building doin this wasnt as difficult as i had thought u simply map the image of the reference building and then change some setting like make the plane a editable poly and uvw map setting on it. then we clicked the presuve UDVs option which wasnt explained well but from what i gather it just stops the image from being pulled with the polys that we move. which helped once we start extruding and pulling the plane into the shape of the building.
This exercise took them morning session mike showed us how to do it then let us mess around and came to help when we needed it. was good it allowed me to really take time to get to grips with max and be alittle free and work out what worked when playing with it and what didnt.
This exercise took them morning session mike showed us how to do it then let us mess around and came to help when we needed it. was good it allowed me to really take time to get to grips with max and be alittle free and work out what worked when playing with it and what didnt.
Friday, 7 October 2011
first try at destorying building
today i have been messing with photoshop and 2 images that i took for research. i have used a image of a building that was under construction and have added my stone wall pciture i took to use as a texture on the building to make it look old and broken.
this went well however i believe i need to work into it more and find maybe other ways to work my textures into the pictures.
theese are the two images i have used and after alot of fiddling and playing with different effects this is the not quite finished building i have other bit to work into it but its as far as i have got without working seperatly on window smashing.
this went well however i believe i need to work into it more and find maybe other ways to work my textures into the pictures.
theese are the two images i have used and after alot of fiddling and playing with different effects this is the not quite finished building i have other bit to work into it but its as far as i have got without working seperatly on window smashing.
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