Friday 10 December 2010

group work

some of the models that were created were given to the group members to save wasting time in creating the same thing was.

the people- which were created by paul and given to me to put the biped in to then use for my animation and then given to gemma to use.

the grass- which was created by me but i couldn't use it in my scene as it was to small for the area that i needed so i gave it to paul.

postcard stand- paul created the postcard stand to give to me to put into the walton scene.

postcards- they were created by me in photoshop from the renders of the scenes

the hand- the hand and the uvw un wrapping was created by me and given to paul to create the picking up the postcard scene

spade- the spade that paul created to go into the final scene that i created and animated.

teamwork

well all ensured that we rendered out to the same size so it was easier to assemble in premier pro

kept in contact with the group with the group blog finding out where each other were at and helping each other if needed.

and having group meetings and coming up with new ideas.

what went well.

i feel that our models and animation went rather well, they were of a good quality. all the techniques that we learnt in our 2 years of using 3ds max was put to good use. i also feel that having meeting with Elli finding out what she wanted was a good interaction with the client. over all out animation is good and we have choose a good song to jazz up our animation.

finding out how to do net work rendering went really well cutting down the rendering time by loads

also using the hair and fur tool to creat grass went well,

what could of been improved.

the things that i feel that we could of improved on, is knowing how long it would take to render each scene. i also had a problem in the waves that i created and had to get rid off as it was going to take 1064 hours to render and didn't have the time. we also had a problem with premier pro as it didn't like some of the clips that we rendered and had to re render again. i feel that most of our time was wasted rendering. we found out that if you lower the quality of the clip it would take less time but we didn't want to have a low quality animation. the way that we found out about getting around the rendering was to do a network render setting loads of computers to render 1 frame of one scene saving it as a bmp and then putting it together in adobe premier. i also feel that if one of our group members turned up on certain days and helped more towards the animation it would of been alot better and took some of the strain of the other members
of the group.

another problem was that adobe premier was only on the mac so we had to keep switching computers. and having premier pro crashing on us losing some work and having to start again.

Thursday 9 December 2010

postcards









grass

i created a plain and coloured it green. i then created a small tringle from a spline. i then coloured it a darker green than the plain.

i then used the bend modifer to bend the tringle spline.

and then i used the scatter modifer to creat more of them at different angles.












i created some grass that i was going to use for my scenes but i couldn't use it in the end as the file was too big. so i gave it to Paul to use a small bit off it in one of his scenes

final scene

for the final scene we wanted to add the website address, i thought of an idea that we could have all the poscards of our renders dropping on the sand and the last postcard will be the website adress.






hand


i created this hand from a box



final hand


image of pauls hand



image of pauls hand


uvw up wrap of the hand


finished hand with added sleeve (as the man in the clip had a sleeve)




adding the bones into the hand.




biped created for pauls people

i created the biped to go in to pauls people that he created and then gave it to gemma to use for her scenes. i created the biped for the man and the women.

the biped for the man.


changing the envlopes on the biped.

getting the biped to walk creating the footsteps.

walton


i created one railling and copyed ip up the pier. and the wood texture i edited it in photoshop so it would tile with no gapes.


i used pauls people that he created to fill the scene. the lighting that i used was a mr area omni and changed the settings to make it bright enough for the sunlight.


windbreker. i thought i would creat a windbreaker as you find these on the beach, i also used the cloth modifer on there so they moved in the wind,


i wanted to create the front of walton arcade so i gathed some images from google mapes and stiched them together in photoshop to create the front.

images used







final image for 3ds max.


sea waves
to do this i created the water in the same way as the walton but i changed the texture of the water as its a sea. to do this i went in to the material editor went to maps in reflection i choosed ray trace- set the environment settings to 70, in the bump map i added ocean lume and set the bump to 30, i then put the specular level up and the gloss level up, i then changed the coulour to a dark blue.

i then created a rectangle added a mass of the rectangle in the ridged body colection so it would drop into the water creating a ripple effect




start of the waves




the waves coming up on the sand, i did this by using soft selction on the sand lowering down the front polygones. which was created from a jpeg edited in eds max to creat a bump and a grain texture.



to get the boat to move in the water i created a few movements using the auto key making sure the first movement was the same as the last movement by copying the first key frame and putting it last. and then used the graph editor to to loup the movements



the waves were not as good in the final anamation as i had to cut the number of polygones in the see by 1000 as it was going to take 1064 hours to render , so the final anamation didnt look as good as it should of.





maldon

I wanted to create people in the mud for the mud race. so i found some images on the internet and edit it in photoshop and created a black and white outline for 3ds max.







making the water moving when the boat is moving. to do this i created a plain made it a water coulour and added a reflection materal. i then created 200 by 400 polygones and then added a subdived modifier to the plain.


i then created the water reactour


i then created a ridged body part and added the boat frame to it. i then created a a parth for the boat to follow.




i then attached the water to the plain by 'bind to space warp' key,


i changed the mass of the boat in the ridged body colection till i got the ripples just right


once i had the ripples right i would then hide this boat and move the real boat on alont the path by attaching it in the same way.



creating the sail on the boat. i created a rectangle.



i then applyed a garment modifer

i then used FFD 3x3x3 in the modifer list. this alowed me to create a sail shape. I then applyed a cloth cloth modifer to it and added a wind the same way i created the flags.



the finished scene with the wind and water reactour in place.