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Modelling to Camera
Sanjay sen
Assets
Date:
PAINT Brush
9 October 2021
Assets
At this point, I stuck. Because the model refused to transform correctly, it was easily fixed by turning off the symmetry button ("B").
The creation, albeit simplified, but a paintbrush model from one block seemed quite interesting.
In addition, we did not use too many polygons in this object to simplify perception because, for example, in a game, you need to try to maintain "cleanliness".
As an example, I recall the game "Yandere Simulator". Having no understanding of 3D modelling, the developer inserted a toothbrush model into the game. And this brush was, in terms of weight and polygon count, an incredibly colossal file, larger than all the game files put together. Not only did this burden the game, but it was also just an unnecessary element.
*1
Date:
9 October 2021
Vase
Although the very process of forming this line again caused me problems all the points moved along with the transforming part. Moreover, when I began to lower the upper part of the model to the bottom, it simply began to shrink, deforming all the previously built shape.Now I know, that the accidentally pressed "b" key was to blame for this situation, since later in the pencil model, it deforms the entire model in about the same way.
But since One Drive did not keep all the models that I had made earlier at home, I reworked them in class.
Date:
10 October 2021
pencil
Date:
ACRYLIC PAINT TUBE
11 October 2021
I stuck again. Because the model refused to transform correctly, it was easily fixed by turning off the symmetry button ("B")(again).
I learnt that when you want to create a hole in something using the booleans tool, you have to select the object you want to make the hole in before selecting the shape that will create the hole.
The process of cutting things out by using other basic shapes is just making modelling life so much easier. I am definitely going to use it more in future models.
Date:
11 October 2021
Sharpener
This one is different because I had to import the image into both the side and front view, so it would be easier to model the exact copy of the sharpener.
I found this next tool very useful to use. I had to select the sharpener and make it live so that any shape I made over it would follow the same angle of the sharpener.
Date:
15 October 2021
Cheir
Here I stuck for a while. So, when I try to convert NURBS to polygons, I just can't see its result.
However, as I found out later, the problem was in "count", and 200 wasn't enough for me to see converted their leg.
At this point, I find a problem. Basically, the form of legs and backrest handle was absolutely incorrect. I tied to curve a backrest more, but it didn't really help. So I transformed a backrest handle through Lattice, and it looked better after this.
(And here "B" button helps me to transform it smoother.
(Before transformation)
(After transformation)
Date:
11 October 2021
Scene Recreation
Research
Research
In 3D computer graphics, 3D modelling is the process of developing a mathematical coordinate-based representation of any surface of an object in three dimensions via specialized software by manipulating edges, vertices, and polygons in a simulated 3D space.
3D often implies not a small number of mathematical calculations and the use of mathematics in principle. To create a flat model and fully control Maya, you need to calculate the distance and size of objects very often in the frame to repeat reality in 3D objects.
3D models are now used in a lot of industries. In science, cinema, game development, medicine, product and environment design, construction, creating toys, landscaping etc.
Modelling might be done in a lot of different programs. Some of them more specify 3D animation, others in models or science ways.
* Maya
* Blender
* ZBrush
* Mudbox
* 3Dcoat
* etc.
FIRST COMPUTER ANIMATION EVER – VERTIGO (1958)
John Whitney used a WWII anti-aircraft targeting computer on a rotating platform with a pendulum hanging above it to create the spiral elements in the opening sequence.
So he actually started CGI's progress by making the first computer animation in a feature film with graphic designer Saul Bass.
The first animation short in 3D was done in 1972 and changed the industry radically after that. 3D has become more and more relevant to use in cinematography and even in science.
Staging
Staging
Animatic
At the start, I write down a few ideas. After I chose one that would be the most interesting to realise in this short animatic and describe it for myself so if I forget something, I always can read all that I need for the animatic.
After I worked more on the storyboard, it looked too complicated for a 15-20 sec animatic. And I started to cut the frames from it. In a short 2D animatic, there were just 12 shots.
I even draw a clear position of characters to be easier for me to repeat later in 3D.
After all the work with the storyboard, I redid it again and put all frames together to see how they would look with the timeline.
Here is a model of suitcases which I done for animatic
And finished it in final animatic.
Unreal Engine shots
Bibliography
Bibliography
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