For the midterm project, I did a portfolio that presented the work I have done so far. In the portfolio, I included my final images from the bouncing ball tutorial, some of the modeling I have done, along with a production log of my more advanced modeling.
The first assignment was a tutorial which sampled a lot of the skills we later went into depth on. The tutorial was broken up into two parts one which involved the modeling and the later portion which involved adding textures and realistic fire.
In the first part of the tutorial, we had to model the ball and animate it so it bounced across the scene and threw the ring. I was successful in getting the ball to animate and move it across the plane. I had difficulty with adding the bend node however and could not figure out how to make it work properly.
In the second part of the tutorial we had to add the textures to the scene and the ball as well as the fire to the ring. I was successful in adding texture to the ball according to the second part of the tutorial. I was able to add the fire with little difficulty but I did have issues finding the command for this action. The finish animation was very fulfilling to watch even though it was only a few seconds long. The lighting was not as great as I would have wanted it to be however and if I could I would like to go back and work on that at a later date or perhaps improve it for a future project.
Once the project was done I rendered it and saved it as a video file which I have uploaded above.
The first project involved creating a simple model using NURBS geometry. I created a futuristic blimp using main spheres and cubes.
As stated before, for this project I made a futuristic looking blimp out of primitive shapes such as spheres, cubes and planes. I hoped to make the flag more realistic looking by learning to curve it so it looks like it is blowing in the breeze. It ended looking a bit too rigid to be realistic.
For the second project we had create a model using the more complex modeling methods we had learned in class.
This project marked my first excursion into more advanced modeling. I used more of the sculpting tools in maya to try and create an amateur version of Baymax from Big Hero Six. It was difficult trying to get the legs right and in the end I wasn't able to get it perfect this time around. The body was also difficult as well. I had intended for it be more pear shaped but in the ended up more apple shaped. For the next model I would like to be able for it to look more like the original character shape.
Compared here are both my model and the original Baymax I tried to base mine on. As seen above, although I had right idea, my model needed work before it could look more like the original.
For this project we had to create a more complex model using the various new tools presented to us in class.
With more advanced modeling tools at my disposal I was able to improve upon my original Baymax model. The CV curves were a big help when it came to constructing the body and limbs as it allowed for smoother curve creation then simply pulling points. Once I constructed the main pieces, it was all a matter of pulling some simple points to make the model look cleaner. As compared above, my model is starting to look a lot like the original which was thanks to the more advanced tools that we learned about in class.
After I was finished modeling my Baymax, I added shaders. I mostly used Phong shaders as the original Baymax has some reflectivity to him. I only used lambert for his badge which is (if you look very close) on the right side upper corner of his chest. I worked for awhile with the shaders but in the end I couldn't make exactly like the original model. Phong seems to be a very reflective shader so when I try to turned the reflectivity of the shader it ended up looking greyish. Above is the finished rendered view with out any lighting.
Once I had finished modeling my Baymax and applying shaders to him, I decided to work a little on his surroundings. I created a simple background 'sheet' by creating two CV curves and lofting them together. I then applied a simple lambert shader which I colored a light rose. However I was wasn't satisfied with with the flatness of the scene so I decide to add some lights and shadows. I added 2 point lights to create the allusion of duel shadows and then an ambient light in order to round out the lighting and shadows of the Baymax. Above is the rendered view of Baymax with lightning and shadows.
If I was to further this project, I would like smooth out the modeling even more to make Baymax look much more like the original. I would squash his head a little to make it a little less perfect. Also I would like to work on the shader so it looks a lot less shiny. Right now it the model seems to be losing some of the shape because the lighting is washing out some of the line structure due to the high reflectivity on the shader. It would also be nice to at a later date animate the model in a scene and render it out as a movie.