fredag 25. oktober 2013

REPORT LR3

INTRODUCTION

This weekly assignment was to light our vehicle and render it. It took a lot of time to actually find the ‘’right’’ setup, but after some lighting challenges, the effort showed some results.

INTERPRETATION OF THE TASK

When I started on this assignment, I had to think about how I wanted the vehicle to be setup, when it came to the scene and environment. I choosed to place my car in a cube, and just easily illustrate that it was standing on the ground. I choosed also to have the environment materials neutral, to actually keep the same style as the car – minimalistic.

CONCEPT

The concept I created for this assignment was based on the main concept in T3. I choosed to have the environment in the same style, with easy lighting, but also to highlight the actual object in the scene.

ACHIEVED ACTION

With my final product, I want to convey that lighting has a lot to say, to promote and show your projects and models. Even real objects needs the right lighting to look good. We have worked with digital lights for almost half a year, and it is still challenging, but really interesting.

SCHEDULE

MONDAY; Researched different light setups( 3 hrs)
TUESDAY; Researched different light setups and tryouts in Maya ( 5 hrs )
WEDNESDAY; Choosed my final setup and started to make my environment ( 7 hrs)
THURSDAY; Final adjustments on final product ( 9 hrs )
FRIDAY; Report ( 2 hrs )

RESEARCH AND WORK PROCESS

CREATIVE METHODS

When I started on this assignment, I wanted a simple and clean enivronment, to not take the focus away from my vehicle, which also was very neutral when it comes to the texturing. I wanted a minimalistic style, with clean and direct lighting on to my object. I choosed to use vray rectangle lights for my scene. The vehicle was placed in the middle of my environment vbox, with two lightplanes over, and one on the right side, with some angle to actually light up some of the back of the car. I rendered out my final product in 1980x1080 HD, which was the criteria for this assignment as well.


INSPIRATION METHODS

When I found inspiration for this weekly assignment, I looked for a clean scene, modern houses and white painted modern garages.

ANALYSIS

The issue i had to figure out this week, was to get my lighting right, and in the same way light up enough of the car. I choosed a different way to place my lights, to get the result I wanted for this assignment. This positions is also mentioned above.


DESIGN

TOPOLOGY/EDGE-FLOW/POLY-COUNT

The topology and edge flow is the same as in the M3 assignment. I choosed to make a simple cube to have my vehicle placed in, which was illustrating that the car was standing on the ground.

COLOURS

As the main color for my main design, I used two colors; White and blue. For my environment design, I choosed to have it as simple as possible, to keep the main minimalistic design trough the whole task( M3, T3, LR3). I decided to make a simple cube, with white/gray colors. I choosed this colors to not take the focus from the main object.

COMPOSITION, LAYOUT

With this assignment I choosed to place one camera in ¾ ‘’side’’ view, one in front view and one in basic ¾ view.

SELF- EVALUATION
REFLECTION ON FINAL PRODUCT

My opinion with the final product is that this was a assignment with a lot of thinking and tryouts, to get the light right. I could have done something more with the environment, but as mentioned earlier, I choosed to keep it simple and minimalistic, to let the main object have the actual focus.

CONCLUSION

By taking part of this weekly assignment, I’ve learned a lot when it somes to lighting and not at least rendering. I struggled a little bit in the beginning with this things, but after each assignment that has with lighting and rendering to do, I feel like I’m learning a lot. I have a lot to learn in the future, but for now, this is what I can do.











SOURCES AND REFERENCES

People that helped me out with this weekly assignment;


-David Beer

tirsdag 22. oktober 2013

SPARETIME PROJECT - HEADSET

This was a project i did, using a few hours of my sparetime.

Still under construction.



First render.




Second render.





Render with V-ray edges, to see the buildup.

REPORT T3

INTRODUCTION

This week the assignment was to texture our vehicle from task M3. This task was a big challenge, but it went out mostly as I wanted it to be.

INTERPRETATION OF THE TASK

When I started to texture the vehicle, I had to get into the texturing all over from the start. There was a lot of things that I had forgot since the last time we worked with texturing. I got help from my classmates, to get a good workflow. My biggest challenge this week was to actually find a matching texture for my vehicle. In the first place I had in mind to have a simple shiny color on the car, but when I tested it, it didn’t look as good as I wanted it to be. I decided to go for a color concept, simple, clean and minimalistic, with a sentence on each side, named ‘’ Color Concept’’.

CONCEPT

The concept I created for this vehicle, is going to give a luxurious impression, but also an impression of speed and quality. The car itself is based on a formula-one car, so I decided to give the vehicle a white base color, with blue details such as the script on each side of the car.

ACHIEVED ACTION

With the final product, I want to convey that texturing also has something to do with the model itself, in the way that not any car or plane could have the same design. On some cars, you’ll see the lines better with a grey color, but if you take another car, it might be different.

SCHEDULE

MONDAY; Researched textures ( 4 hrs)
TUESDAY; Researched textures and vehicles including tryouts in maya ( 7 hrs )
WEDNESDAY; Started to make the textures ( 7 hrs)
THURSDAY; textured the final products ( 20 hrs )
FRIDAY; Report ( 2 hrs )

RESEARCH AND WORK PROCESS

CREATIVE METHODS

When I started on this assignment, I was pretty clear on which way I wanted the texture to go. I wanted a simple color, with a flashy color as a break in the minimalistic style. For my texture, I used photoshop and UV snapshot, to place the text and the burned details on the ‘’old’’ model.




INSPIRATION METHODS

When I found inspiration for this weekly assignment, I based it on minimalistic, future concept design, which generally includes few colors, and a big difference between the colors used.


ANALYSIS

The issue I was working on this week, was to get my texture right, and as I wanted it to be. Some changes had to be done, but I’m satisfied with the result.


DESIGN

TOPOLOGY/EDGE-FLOW/POLY-COUNT

The topology and edge flow is the same as in the M3 assignment. I modeled the car by extruding each edge, until I got the shape I wanted. I adjusted the vertex points as well, to change the shape under the construction process.

COLOURS

As the main color for my main design, I used two colors; White and blue. The car itself is painted white, with blue details, to get the impression of what the car stands for.

COMPOSITION, LAYOUT

This assignment required side, front and three-quarter view.

SELF- EVALUATION
REFLECTION ON FINAL PRODUCT

My opinion with the final product is that this assignment was a big challenge, in the way that I had forgot a lot of things with texturing objects. My car had a very round design, with parts going over each other, so it was a big challenge to find a way to have it textured in a good way. At the end of the texturing, I rendered out the final images in V-ray. Under the rendering process, there was an unexpected issue, with my vertecies in the middle of the car, that gave the car a ''wrong'' shape. I tried to fix it, but couldn't seem to find out what went wrong.

DEVELOPMENT AND PROCESS

When it comes to the final product, I’m really happy with the result, but of course I could have done things different. With the texturing, I could have sewed together more parts, to get rid of the seem that runs along the side of the vehicle, and also made the ‘’old’’ texture some better.
It was a tough challenge to texture the vehicle, but it also gave me a lot of new experience.

CONCLUSION

By doing this weekly assignment, I’ve learned a lot when it comes to texturing and ways to do your own textures in photoshop.







SOURCES AND REFERENCES

People that helped me out with this weekly assignment;

-David Beer

-John Erlend Yttervik

-Vegard Steen






Sorry for a late report. I had some trouble with my google account, but i'll hope you enjoy!













fredag 4. oktober 2013

REPORT M3

REPORT M3

INTRODUCTION

This week was the assignment to model a vehicle that had a relation to project M2( Environment).
The process was to create concept art and then model the vehicle. One thing is to design the vehicle on paper, but the modeling is something else, that takes a lot of time and effort.

INTERPRETATION OF THE TASK

When I began to model my vehicle, I had some small challenges that was important to solve to get my model as I wanted it to be. I took some choices underway to actually make the model more interesting and unique. My biggest issue was the hard edge modeling. I was originally having a coupé on my vehicle, but after a lot of failure, I decided to remove the coupé an replaced it with a rollcage that is connected to the vehicle, and not a single object. I did this to make it look more modern and streamlined.

CONCEPT

The concept I created for this task, has a big relation to my environment. When I started to brief different designs, I was thinking of making a vehicle that should go fast, has extremely good aerodynamic, but also look neutral when it comes to sport cars. I came up with a car that matches all of those points, with a totally new wheel system. This wheel system works totally different than todays wheels, in the way that the wheel base is connected to the car, instead of being a separate object.

ACHIEVED ACTION

With the final product, I want to convey that we humans have a long way to go with concept vehicles and modern drivable objects. We produce modern cars and other vehicles today, but there is still a lot that haven’t been thought of yet, which could been amazing to make available to the earth.





SCHEDULE

MONDAY; Researched designs and vehicles ( 6 hrs)
TUESDAY; Researched designs and vehicles including tryouts in maya ( 9 hrs )
WEDNESDAY; Started to draw my design ( 7 hrs)
THURSDAY; Modeling final product ( 14 hrs )
FRIDAY; Report ( 2 hrs )

RESEARCH AND WORK PROCESS

CREATIVE METHODS

When I made my vehicle, I used a modern method that was very effective when it comes to the main modeling. I started out with one polyplane, and extruded the edges to get the shape exactly how I wanted it to be. The main thing that was important when using this method, was to be aware of how many extrudes I did. I tried my best to extrude the planes so that every extrude was there for a reason.

INSPIRATION METHODS

When I made my design for this weekly assignment, I used a formula one car to come up with my final design, and as my main inspiration. This car has a streamlined body shape, is fast and have a nice design, which fitted my thoughts perfectly.

ANALYSIS

The issue I was working on this week, was to design and model a vehicle that fitted my design and thoughts, in the same way that I had to figure out a smart method to have a stabile level of polygons.







DESIGN

TOPOLOGY/EDGE-FLOW/POLY-COUNT
As mentioned earlier in the report, I used a different way to model my vehicle, by extruding one polyplane and adjust the faces and vertexes. I achieved a good edge-flow, topology and mesh by using this method, because I had control over each part of the car all the way. I tried to use as small amount of polygons as possible, to actually give every polygon a meaning.

COLOURS
This assignment required clay material on the whole object.

COMPOSITION, LAYOUT

This assignment required side, front and three-quarter view.

SELF- EVALUATION
REFLECTION ON FINAL PRODUCT

My opinion on my final product is that I made my object as near my main idea as I could. As I mentioned, the coupé was a big challenge to do, so this was replaced with a modern roll cage that is actually built in the car frame to make it more safe. I had some different small issues underway, but I solved them out by asking our fantastic teacher David Beer. In this assignment, I didn’t have much problems and challenges, but one thing was the wheels, which I struggled a couple of hours with.

DEVELOPMENT AND PROCESS

When it comes to the working process, I feel that I did my best in both ideas and the final product. In half a year, I might make something that is more complicated, but to start off with more complicated stuff on my level, does it even harder to texture. I used all my time to research and create own ideas, to finally come up with something that I thought was modern and looked like a concept vehicle.





CONCLUSION

In this period I have learned a lot when it comes to modeling and different methods to do things. I also learned a lot by looking at digital tutors this week.

SOURCES AND REFERENCES

I will say thanks to every one that helped me this week, with small and big issues;
-David Beer
- Magnus Fahre










  


fredag 13. september 2013

REPORT TEXTURING 2

REPORT TEXTURING 2

INTRODUCTION

This week the assignment was to texture the environment in the same way as we did with the goblet in T1. This task was big, challenging and frustrating. When it comes to the finished product, I actually have to say that I’m really happy with the result.

INTERPRETATION OF THE TASK

My interpretation of the task was that I had to work hard and much to get it finished by the end of the week when the delivery was set. I solved this by working from 9:00 in the morning to late at night every single day. I know with my self that if I knew exactly what I was going to do, and knew all the methods to solve different problems that was going to show up, I could have done the task on much less time than the whole week, but to really understand what I was doing, I needed all the time I could get.

CONCEPT

In this weekly assignment I choosed to work further on the main concept I had when we were modeling the environment. The ‘’ZEUS’’ spaceship is the object I have focused on in this assignment. I wanted the bedroom to look old, rough and in the same way modern and usable. I experimented with different textures and found a result I was really happy with. It may of course look a little bit special in the way that the walls has this old metal with paint that is peeling off, and the bed, pillars and lights in modern expensive wood.
In the main model that I made in M2(Env.), I had a curved, massive construction going from the floor and up to the roof. The problem with this, was that it was nearly impossible to put on a checker map and texture because of all the edge loops, so I decided to actually delete this construction and put in some new pillars which also was more modern. I know that this may have consequenses by changing the main design and product, but to get the assignment finished in time this was my only opportunity. I asked Magnus Fahre nicely to help me with the main construction, but he wasn’t either able to do it because of all the edge loops.



ACHIEVED ACTION

What I want to convey to the final product is that old materials and new materials  can make a really nice and modern result. Actually these days, we can take for example houses that is have these kind of design, by taking old wet concrete and adding nice new wood or other materials, which results in a expensive and luxurious result.

RESEARCH AND WORK PROGRESS

CREATIVE METHODS
In this weekly assignment I used different types of methods to get the project finished in time. The first I did was to create a timeline for each day, to have something specific to focus on for each day. Here is my week;

MONDAY: Started to work with the weekly assignment, such as research designs and materials I want to have in my model. I used about the whole Monday on this, to find the materials I wanted. I also worked with the observational drawings. This day I used about 3 – 4 hours on each subject.

TUESDAY: Worked mostly with the checker map, and the report. 14:00 – 21:00 on the checker, and 21:00 – 23:00 on the report.

WEDNESDAY: Worked mostly with the checker map, and downloaded the texture images, Concept art for the environment and report. This day I worked with the checker map for about 5 hours and half an hour on the report.

THURSDAY: Worked with checker map, scanned drawings and created the delivery folder. Checker map: 4 hours, delivery folder was created in 10 minutes.

FRIDAY: Finished the texture WF, finished the checker WF, created FP and delivery at 16:00. I used about 2 hours on the texturing, 2 hours on the checker, and 15 minutes on the FP files.

After the timeline/schedule was created, I started to work on each part of the assignment. What I did this week, compare to the previous assignments, was that I focused on one thing at a time, to actually do as much as I could in the time I had planned to use on the specific thing. This method was the most efficient I used in this assignment.

INSPIRATION METHODS

In this assignment, I used the main concept from the modeling as my biggest inspiration. The main concept from the modeling of the environment, was that I wanted to make something that mixed old and new together in a minimalistic luxurious style. I used my creativity to actually come up with something special and a design that maybe no one have seen before.

ANALYSIS

When it comes to the analysis, I had to really learn exactly what I was working with. The biggest issue I had, was in the beginning of the week, when I started with the checker. This was a big challenge in the way that I had to get it as perfect I could.

SKETCHES

DESIGN

When everything was in the way I wanted it to be, I started to make the FP files, which was pictures of the finished product, with texture and without. As mentioned earlier in the report, I had to change the design to actually get it finished in time. The construction that was a part of the model from the beginning was deleted and replaced with modern wooden pillars in an easy, but futuristic shape, to fit into the concept, which was a mix between new and old.

TOPOLOGY/EDGE-FLOW/POLY-COUNT

In this assignment the texturing was in focus, so I refers to the TOPOLOGY/EDGE-FLOW/POLY-COUNT that is written in M2.






COLOURS

The colours I choosed in this assignment, was picked specially for my design. I wanted the finished product to look old, but also modern. I chosed to have a light beige/brown colour on the floor, walls and the object where the bed is placed. The mattress is textured with light leather, which makes it sound more expensive and look luxurious in the way I wanted it to.
The pillars and the frame of the bed is textured with darker wood, which also looks more expensive, and gives a break between the old metal and the wood. This is polished and has a layer of epoxy on top, to get it more shiny and reflective.

COMPOSITION, LAYOUT

When I was going to take pictures of the finished product, I chosed to set the cameras in an angle so I was able to get as much of the room I could in the image. I used nearly the same angles and views that I used in M2, the modeling of the environment.

SELF-EVALUATION

REFLECTION ON YOUR FINAL PRODUCT

My thoughts of the finished product is that i struggled a lot with this assignment. Every single day was hard and confusing, in the way that I couldn’t get things exactly how I wanted it. I regret really much for having all the edge loops that I used when I modeled the environment. This edge loops forced me to make a decision that I’m not happy about, which was to replace the construction details in my model, with modern pillars. I like the reulst very much, but of course was the main design what I really wanted. On Friday, delivery, and the last touch, I got help from Kristoffer in the game class, with the ‘’selecting objects’’ problem, that appears in maya every week. This was something he never had experienced before, but he found a solution to it, so this will no longer be a problem.
When it comes to the texturing part, I struggled a lot with the checker mapping. This is a process that takes a lot of time and effort. In the beginning of the week I had to refresh my texture skills from T1 assignment, which was the goblet, because of the new shapes and also because this weekly assignment was three times bigger than the little goblet. After much work and coffee, the checker was in place. Unfortunatly did I have a big problem with my goblet, which was a loss of the file. When I was going to open the goblet file, Maya crashed before I even could have it opened. When I first got to open the project file, I got a warning that told me that the script in the file was missing. I still don’t know what caused this crash and loss.



DEVELOPMENT AND PROCESS

I really feel that this week has been extremely exciting and useful, with many challenges and small problems that turn into bigger problems. One thing with 3D is that there is a solution on every problem that appears, but the challenge is to find it. I used a lot of time with the checker and the report. Of course did we have the observational drawings as well, but I was able to do a lot of the work on these in class. Personally I feel that I’ve been really effective this week, but also too tired some days, especially those days when I worked 14-15 hours.
As mentioned earlier in this report, I could have done a lot of the work that I struggled with the whole week, in the beginning of the week, if I knew constant what I was going to do and if I didn’t have any sort of issues and problems, but after all this is really good learning and experience which is mighty worth further on in the upcoming assignments.

CONCLUSION

In this period, I learned a lot in many ways. The texturing part was mostly refreshed from the last week, included some more tips and tricks from our fantastic teacher trough the week.
In this weekly assignment I have learned a lot of texturing and UV methods, tips and tricks which I will collect as a professional and that might be very useful in the future.
As a person, I’ve learned to solve problems in a whole new and different way, and to work effective with each part and then put everything together as a complete project, instead of working with different part at the same time, which makes the whole assignment really confusing.









SOURCES AND REFERENCES

In my work process I will mention persons that helped me out with different problems;
Magnus Fahre
Kristoffer Jenssen
John Erlend Yttervik
And of course David Beer, which also is our teacher here at NOROFF.

LINKS