Project 4: Final Project
DATE: 12/10/2017
Problem Statement:
For this project, we have to create a short animation, lasting 5-20 seconds. we need to choose a focus: advanced modeling, texturing/ shading/ lighting/ rendering, advanced animation (e.g., facial animation), or effects.
Solution Statement: I choose the lightning texturing/ shading/ lighting/ rendering because i wanted to touch all the cores of Maya and this was not covered in previous projects. I choose to create a scene some thing like following image. I choose this image because it has all the different kind of challenges which can be a good exercise to explore texturing and lighting .
Following first image is a reference image and second and third is my created scene image.
Video: I had Arnold Licence issue so i have render few frames of my scene and created the video from that, after the two images i have my video.
Rendered Video: I got my Licence issue fixed so i have added the rendered animation. The video on the Left is simple Slide show Video and the video on the Right is Animation Video.
Solution Statement: after the video i have my solution statement method and references.
Maya Scene: SinghP_p4FinalProject_maya
All the used images can be found in the complete project- source images folder.
Maya Project: Maya_Complete_project
Method:
Creating project and basic book shape:
I started my project by first creating a Maya project and set project for current scene. Then I stated Creating a Book. For book I first created a cube then I set its width, depth and height accordingly. Then I used extrude command to create the cover of the book. For cover inside extrude command, I give offset to one. Then I extrude the middle faces inwards to create pages of the book. Then I created multi edge loop for pages. I wanted the book edges to be curved so I used lattice deformer by disabling the local and creating the curve. Then I deleted the deformer by deleting history.
Adding details to Book:
Once my basic shape of book is created then I move forward on adding details to the book. Since I am making a vintage scene I wanted my books to be old and rough in look. So first I selected the vertices of the pages from the corner and then got the transform manipulator. Then I pulled the vertices in the outwards direction and then randomized the movement, doing this I was able to make my pages look randomly arranged. Then I selected all the edges of the cover of the book and then bevel the edges of the cover. I increased the fraction and segments accordingly. To make the book look rough I added edge loops through the book. The book was divided in squares now. Then by using average vertices command I was able to randomly order the vertices wherever I needed. I also randomized the average vertices. Then I used duplicate special with duplicate input graph enabled, by doing this I was able preserve the history. Then for each book I randomized the average vertices and transform manipulator differently.
Hour Glass:
Then I further moved to create an hour glass. I browsed some images on google, I did not found exactly what I wanted but still a good image, which I imported in Maya through image plane. Then I Draw the curve through CV tools around the glass. Once the curve is created I used revolve tools with polygon and quad option enabled. Then I smooth it.
Then similarly I started creating pillars of the hour glass. I draw the curve around the pillars and then used revolve tool with polygon and quad option enabled. Once I get the satisfactory shape, I used duplicate special tool to create 2 copies at 120 degree apart along Y axis. Then I Used cylinder to create the base. I used bevel tool to smooth the base. Then I duplicated the base cylinder to create the top of the hour glass. Then next I wanted to create the sand inside the glass, so I duplicated the glass and then used transformation tool to move it inwards, this would give thickness to the glass. The I grouped all as a hours glass.
Candle Holder:
Once the hour glass was created, I started creating candle holder. I browsed some images of candle holder on google and imported an image in the Maya through image plane. I started drawing the curve around the holder once the satisfactory curve was created, I used revolve. I did not used the 3 button to smooth the holder instead I increased the division to smooth it, so that I can preserve the surfaces which I may later need. Then I again draw the curve around the handle of the holder once the satisfactory curve was there, I selected two surfaces of the holder and the curve and then applied the extrude tool to create the handle. I did not get the exact shape quite much, so I found a way to do that, I selected the curve and rebuild the curve by keeping the curvature option enabled.
Candle:
Once the candle holder was ready, I started creating candle. I used cylinder polygon for that. I kept the candle short so that it looks used. Then I used sculpting tools to make it used up. Then I used cylinder to create the wick. I added some details by using soft selection and modifying it.
Quill Pen:
After creating the candle I started creating the Quill Pen. I found few images on google for quill. I imported the image in the image plane. Then I started creating the body of the quill pen. I used CV curve tool to draw the body along the image. Once the satisfactory curve was there I used revolve tool to create the body of the pen. Then I again draw the curve for the thin edge between the feathers. Then I selected the lower body and this feather and applied extrude tool. I increased the division of extrude for making smooth curve. Then I started creating the tip of pen. I used polygon pipe for that. I adjusted the pipe on the bottom by using snap to grid option. Then I extruded the bottom faces of the pipe and used scale tool to create the tip by scaling the pipe inwards. Then I started creating feather. I draw two curve along feather in image and then I used loft tool using these two curve to create the feather.
Paper:
Then I have used plane to create the paper. Then I used the nonlinear bend deformer to create the bend and flexible nature of paper. Then I used transform component tool to add randomization around corners.
Setting the scene:
Then I set the scene, I wanted to do that first so that when I am texturing I can render the image and see the changes. I arranged the objects closely to the image, I was using as a reference.
Texturing:
Once all model were created I started adding textures to them. First I used UV unwrapping tools to project the faces of Book model to the texture. First I used UV unfold tool which unfolds the object and put it in 0 to 1 space. Since my books surfaces were roughly aligned because of randomization so unfold tool did not did a best job. I have to manually project the surfaces on UV. Then I downloaded the book texture from google. I used Arnold aiStandard material for the book. I used the book texture in place of color. Then meticulously on UV mapped the surfaces of the book to the texture.
Then I downloaded few textures for the pages, since textures in the source image has something written on it I also downloaded similar to that I tried several images and the one which was most realistic I settled for that.
Then I started shading the Quill Pen. I used Arnold aiStandard material for that. I used separate shader for each part of the quill first I provided texture to the nip then the body then I played with attribute to get the realistic texture. While texturing the pen I kept in mind that the surface should be reflective.
Then I started shading the feather. I used feather texture from the google. I modified the texture on Photoshop. I use the grab UV tool to adjust the texture on the quill by painting. The I modified the texture attributes to make it look better.
Then I started the glass shader. I used aiStandard material. The glass is reflective and refractive, so I have to play a lot with this to get it right. The glass shader should not have any any color so I set it to zero. I played with specular property and reflective property of this. Reflection is controlling the transparency of the material and specular controls how much of the environment is seen through this material. The material was not showing anything through, I had to trouble shoot this problem which kill lot of time. The with some research I found that In Arnold there is a setting which is called ray depth which calculates how many surfaces the light object are going through, in order to render. So I have to give refractive value more than four because the glass has four surfaces through which light has to pass through. 2 inside and 2 outside surfaces. I have given 6 because there is also sand inside the glass.
Then I started creating the wax shader. I had to use scattering material that allows the light to pass through the object like a translucent effect. So I used aiStandard material again which also has a sub-surface scattering property. I have set its weight very little 0.013 through which I was able to get the translucent effect. I also played with other attribute to get it right. I had to repeatedly render to see the effect.
Then I started creating the candle holder, I used aiStandard Material again and changed its attribute like color, specular, reflectivity and others. I found it very goldish so I did some research and used 3D texture (solid fractal), which is a noise pattern. I was able to modify the noise by scaling and moving the node up and down. Then I modified this 3D Texture attributes like changing the fractal ratio, frequency ratio, Bias, etc. I tried several alterations but nothing matched to what I was actually looking for. I was not very happy with this texture. I had to modify this texture several times during lightning phase as this was the one which was diffusing a lot of noice.
Then I started working on the table shader. I used blinn material for that. Then I used UV editor to map the texture which I downloaded from google. I used UV automatic projection tool as this was mostly simple geometry. I modified the attributes and then I also added bump to the texture to get the rough look.
Lightening:
Lightning was the most challenging part of this project. I used point light as a key light. Since the reference image has candle as a source of light I used point light as a key light. For shadow I also used directional Light. I kept the point light in the candle and the directional light at the back of the book to cause the shadow on the right side of the candle holder. I set color temperature to something like orange as it has to be candle. I had to adjust a lot of things with trial and error (such as light radius, shadow rays, intensity) to soften the shadows and repeatedly rendering every time I make some changes. I braked light links with the wick because I don’t want it to illuminate the wick, when I am creating the flame. Then I also used a spot light for the fill light. The reference scene is very bright so I thought a spot light will suffice but later in the rendering there were many noise in the scene so I have to play and change many attributes of several texture and lights to reduce the noise but I was not very satisfied with the light. Then I added one more directional light for more sharp shadows. I also tried using the HDR Image for lightening but Arnold makes everything very bright with the HDR texture so dropped the idea.
Candle Flame:
First I created the container and adjusted the size and position of the container. Then I set wick of candle as emitter (emit from object). I needed more voxel so I increased the resolution. There was no need of boundary so I set all boundaries to none. For candle temperature would be needed so I turned it on. For candle there is a need of constancy so I needed damp, so that the density and the fluid will work together. So I increased the damp little bit. After damp it was very slow so increase the rate in the emitter attribute. I did not get the shape desired so I did some research and found that I need modify some attributes in density. So after playing with the density attributes, so I modified Buoyancy, dissipation and diffusion and found a shape of flame. I also increased the tension and found my flame is little stretched. I also modified the velocity and found improvement on the sides of flame. I also played with turbulence and found a swirl in the flame. Then I played with the temperature attributes. I increased the buoyancy and dissipation and found more details in the top part of the flame. Then I worked on shading of flame. I changed the color on the darker side and also changed the opacity and input Bias to get a better flame. Then I changed the Incandescence. Set the colored and input bias. Then for the bottom part to look better I changed the Dropoff shape to sphere.
Bones were downloaded online:
https://www.turbosquid.com/3d-models/skeleton-rig-ma-free/976074
References:
https://www.youtube.com/watch?v=mTGHba6yIr4
https://www.youtube.com/watch?v=0PIZeZP3Pog
https://www.youtube.com/watch?v=sSAvNPnqyCs
http://i2.wp.com/www.psychicscoop.com/wp-content/uploads/skull.jpg?w=450
http://free-texture-site.blogspot.com/2010/10/free-black-leather-book-texture.html
Class Exercise 15: TEXTURING AXE
Problem Statement: Create a model of Axe and texture it.
Solution Statement: Used polygon sphere and cube to create the model of axe. Then i started creating texture for the metal. Created phong texture in hypershade window. applied light blue color to that. Then set the specular color.changed the cosine power to 2 to create the large area for the bright highlights. then added environment texture for reflection. Then i created the wooden handle texture. used phong for wood also. I set the specular color to light gray. and cosine power to 50. Then i choose wood in 3d texture section as a map for the color. then adjusted the filler color to reddish brown and change vein color to the darker color. Then i added the ambient light and adjusted the intensity. then i rendered the following images.
Project Description:
For this project, we have to create an animation rig for an alien. The model geometry was given to rig. The rig needed to have controls for the body, the face (can mean eyes), the fingers, and an overall controller (position, rotation, scale). Need to demonstrate the rig in a movie where I have to animate or move all controllers. Finally, Need to animate a short motion as a separate, rendered movie: (the alien jumps above an obstacle (or tries to), falls, and gets up again.
Description Of Idea:
I have implemented the idea where alien tries to jump on a circular ball but fails to do so. First the alien struggles to settle on first ball as the ball keeps rotating and then when it jumps on another ball immediately the second ball also rotates and eventually alien falls down and then standup again.
Implementation of Rig:
I started rigging by creating skeleton. I used HumanIK tool to create skeleton. I did not liked what i got from humanIk tool, so i added some joints and modified the skeleton by adjusting the joints. Once the skeleton was there i used bind skin tool to bind the skin. I later realise this was the biggest mistake, i should not have bind the skin first. Then i started rigging the eyes, since the eyes were not separate i had to struggle a lot. I did some research on google and with trial and error after many attempts, i was able to set the eye bones to eyes mesh and point the bones to the center. I did this by selecting the eye vertex > paint skin weight tool > select the bone of eye > the set the influence to 1> then select everything but eye > then select bone and set the influence to zero. This could be also possible through separate command but for some reason it was not working for me. separate command was also changing the color of mesh. once the eye bone for were set to eye mesh, I created the blend shape for eyebrow and then i created a control for that eye and used aim constraint. One thing i have maintained throughout this project is grouping each control which worked as a neutral, it helped during animation i could set all transformation to zero, I have named them starting with neutral. Then i created the layer for the geometry which helped me to hide unhide.Then i created the global control used nerb circle for that. Then i started rigging the spine, i used (cntrl + V) to snap the controls to the bones. once all controls are created and snapped to the bones, I parent them from bottom to up, then i gave them the names. After parenting them i made sure that they are controlled by the hierarchy by rotating the parents. I have kept testing this through a project to make sure nothing went wrong. I used hypergraph to maintain the hierarchy. I have kept all controls separate from the bones because my future work will mainly require to use maya to export the animation for unity. In that case i will be baking the animation and getting rid of all the controls and constraint after the animation is baked so that it does not take that much space inside the unity. I wanted to make it a practice. so for each control i have constraint it with bones. I have used Parent and scale constraint so that i can scale and rotate both. Once the spine was rigg, I started rigging the head and neck which i did similarly as i did for spine. Then i pull all rig till now in the global constraint. I put the neck in the hierarchy of spine. Then is started rigging the legs, where i learned that skinning before complete rigg is a bad idea. I wanted to have both FK and IK rig for my legs and then have switch for them. so I duplicate the leg bones and created the ikHandel for one and rigged the second one as FK. The one with FK was rigged similarly as spine. then i parent constraint the main bones with each (FK and IK bones). After doing this i observed that the main bones will tend to move towards each side (FK and IK). This was ok for left leg but the right leg was showing very weird movements. I had to shed lot of tears to fix this but all in vain. The thing is i had skinned the mesh first and before skinning, and i did not even freeze the transformation. i have tried unbinding skin also i tried exporting the weight map but they were spoiling all my work so far. so i decided to have a FK in right leg and created the switch on my left though i just used Fk for my animation. In Have also created the switch for the visibility of controls. The one which is enabled only that control will be visible. The switch is called cntrl_FK_IK_tool_leg_L. I created the switch by using node editor. Once the leg was done. i did the hand similarly as FK which was just the way i did spine. I rigged fingers by using set driven key. Then i rigged the head back similarly. after this i set the hierarchy as required and clean the project. The i used the weight paint tool to smooth the skin and set influence. Then i started creating the environment for my animation. i used the cube for boundary. I created three sphere for the alien to jump. Then i added texture to them. once everything was set i started creating the animation and here i realised the big mistake, was that i created the blend shape and after that i constraint the eye also i used the complete mesh to create the blend shape. when i was animating my character was behaving weird so i had to disable the blend shape in order to create animation. i create the animation by setting keys for each frame.
Link To The Maya File: Link
Following are the Videos. On the left there is Rig Demo Video and on the right Jump animation Video.
Following are the Two Frames Showing The Rig (front and back).
Following is the one frame from the animation jump.
Class Exercise 14: Watch Pluralsight tutorials on rigging human like characters.
Problem Statement: Describe three methods or tools that you learned about and found interesting.
Solution: I found following useful tools.
The Disconnect Joint tool: You can disconnect joints in a skeleton to separate joint chains. The joint that is disconnected becomes the root joint of a new skeleton. The disconnect joints tool can not be used on the root joint. When we disconnect a joint from its chain we get a new joint which is similar in orientation to the disconnected joint. now we can constraint the new joint and disconnect joint as parent which will tie there translation and rotation. this can be useful when we want some thing to break in our animation. we can make the weight of constraint to zero and make a animation of break joint.
link of source: Link
Image: following is the image of source.
2. Spline IK solver: A spline IK handle lets you control a joint chain with a NURBS curve. All joints driven by the spline IK handle stay on and follow the curve. This can be useful where you want flexible result. this found under skeleton > IK Spline Handel tool. In the IK Spline Handel tool setting one can disable the auto parent settings so that we can tell where the curve ends. it creates a curve for us but if we want to have our own curve then we should disable the aut create curve in its setting. In this we first select root joint then end joint and then spline is selected last. we also get additional attribute such as twist.
Link of source: LinkImage:
following is the image of source with a twist type Linear
3: Customizing Maya for Rigging: We can use ml or python to customize Maya. This can be very useful when we are working on a big projects and we want to do something again and again. We can actually create a script in the Maya script editor. So for example again and again we want to create a control. what good thing maya does is when we do something manually, maya creates the history in script editor. so say suppose we want to create a circle maya will show the code in history which was used to create the circle. we can use that code to create a circle in just a press of a button. we can select the script and drag it to the shelf which will look like a add-in and have a icon. it will look like something in the following image, we have CRC icon in the shelf. we can also add this in the hot box to make it easily accessible.
Link of source: Link
Image: following is the image of source:
Problem Statement:
Create one walk cycle using forward kinematics and Create one walk cycle using inverse kinematics.
Upload Video of animations.
Solution Statement:
First i created joints of block man model given in the class by using Skeleton > Create Joints tool and then clicking on the location in the model where the joints was needed.
Once the joints were made then i mapped joints with body part by dragging body parts to joints. after this i started working on animation forward kinematics.
Forward kinematics :
I created animation to present light, relaxed and partially sad animation.
I created 6 key frames on a interval of 5 frames each. The position for each frame is chosen accordingly to create a required animation.
Once one cycle was done i used same keyframes for multiple cycle.
Then i created video.
Inverse Kinematics:
I created animation to present very happy animation.
Used IK Handle tool to create IK Handle for both legs and foots.
I choose the animation poses based on a happy walk cycle image frames which i found on google.
Foots and legs are posed by IKHandels.
I created 8 frames per cycle for this animation.
Then I created the playblast video.
Video: Following are the playblast animations
Video For forward kinematics
Video for Inverse Kinematics
Description of the Project: Create the animation of a unicycle. Unicycle was given in the class. Unicycle has to be shaded/textured. Create the lightning for the scene. incorporate as many of the Disney 12 animation principles.
Description of the Idea:
The unicycle wants to come out of the house but could not find the way. It searches along corners to find a way out but could not find any way, as the height from roof to ground is very large. finally it sees the slider. He decides to jump on slider to reach ground and finally reaches ground.
Description of implementation:
First i used cube to create the base. then i created the house by using cube. to create the railing of roof i extruded the top surfaces. then i created the slider by using cube again. then i created stair. Then I gave texture to all objects in the scene. i have used multiple textures for the unicycle. then i created two spot lights and adjusted it. once the texturing and environment is created i started working on animation.
To create the animation i first created the orientation constraint with wheel and seat. Then i animated the whole scene by using the key frames. once the basic whole scene is animated. i started working on camera positions. once the complete raw animation was done with all animation principles. i revisited the whole animation and started improving the animation by looking the graph editor. slowly one by one i tested all key frames and deleted the undesired key frames. by looking at graph editor i could easily find which key frame i need to improve/ delete. once i get the desired animations. i tested how my animation would look after rendering by rendering frames. since i was not having any background, the rendered image was showing black background. i did not liked it, so i did some research and found a way. i created a sphere and reversed it and added a background image to it using uv editor. after this i added two directional light facing the background. once every thing was set i rendered the animation.
I have used following animation principle:
Staging: The camera starts by focusing on unicycle and then going back. To show the hero of the movie. the camera is animated to follow unicycle and capture all different moments of animation through different angles.
Follow-Through: when the unicycle reaches the corner it stops but not all parts of unicycle stops at same time. seat and bar tend to come forward as if unicycle will fall down.
Secondary action: when the unicycle reaches the first corners and the brakes are applied the seats blow in to show that the unicycle was in high speed and just manage to apply the brakes before falling down.
Anticipation : when unicycle is going to jump to slider it prepares to jump.
Squash and stretch: when the unicycle jumps on slider as well as on stare it squash and stretch.
Timing: at the last when the unicycle reaches the ground , the animation is slow and has more key frames to show that unicycle was coming in high speed and after applying the breaks it skids.
Link To Maya Project: SinghP_p2unicycle_maya
Video : following is a rendered final animation
Frames : following are the three frames from the animation
Problem Statement: Animate the Throwing axe model given in the class. the axe should rotate in the air before hitting the target. Start of animation should display anticipation principle. slight movement of target after hitting.
Solution Statement:
first i grouped the axe head and handle and adjusted its pivot so as to rotate around center of mass.
then i grouped everything in target and adjusted its pivot point.
Then i set key frames by translating and rotating the axe.
once the axe hit the target i set key frames for movement of target as well.
smoothing of animation was done through editing on graph editor.
key frames were set by s key.
following video was created through playblast.
Date : 10 / 10 / 2017
Problem Statement: Find at least three examples of the Principles of Animation within your selected movie. Add a description (a few lines) about each example to your website. I choose Alice in wonderland.
Solution Statement: Following are videos and description of found animation principles.
Anticipation :
the character prepares for the action, which helps audince to understand what is going to happen and also makes the animation more realistic. in the first video the character pics the hammer and pulls the hammer back first this explains that he is goin to hit it. this animation leads the viewer to look where he is joing to hit. in the second video the bottel falls first which shows that allice is goin to fall down next. the fall of bottel leads the viewer to see from how high she is going to fall.
Appeal:
Make characters interesting, e.g. large heads/eyes for likablecharacters.
In this animation head is so big and on top of that his hat also gives him an interesting look. this character is pleasing to look at.
Exaggeration:
based on reality. exageration can increase the amount of impact on viewers.
when the hammer falls on character head, its hat goes complete down. since the animation is very short. it is good to exagerate so that it becomes noticiable.
Follow-Through:
in this type of animation not all parts of a body stop moving at the sametime.
here in this video the pin of the broken watch keeps moving.
Overlapping:
different parts of motion overlap here in this video the ears of the character are draged behind the rest of the body and sometime continue to move when the body stop.
both follow-through and overlaping animation adds the great deal of realism to the character.
Secondary Action:
small extra motions that add life or personality, but are not part of the main motion.
In this animation music is going on all are enjoying. the hand movements of allice support that she is happy and enjoying.
Squash:
the amount of object squashes and streches, tells about the object mass. in this animation when tear falls on ground it first squash and streches which is also a kind of exagerration type animation.
the more sqash and stretch the softer is object. and teres are water. it helps to exagerate.
Squash and straight ahead action:
aanimating each frame in chronological order.
in this video the tears fall one after other. and since water fall is unpredictable (pose to pose) animation can not be possible.
Staging:
this makes the idea clear.
in this video everyone is sad. the camera zooms from everyone to Alice where she is sad. then the camera focus on birds where they see Alice and become sad and later start crying.
then the camera again focus on Alice where she is shown crying. the idea becomes clear that every one is sad because Alice is sad. the atmosphere is sad and a emotional moment for viewers.
if the animation would have shown all crying at once then the viewer would have not known which one to look at. and the whole idea would have become to simple.
Timing:
the speed of actions is crucial to convey physics and weight but also mood and personality.
In this video when allice runs and more number of frames in running convey that air is intense and fast.
Problem Statement:
Create four spheres on a plane (deform them if you want).
Create materials: orange, tomato, egg, wood.
Apply materials, create 3 point lighting, and render the scene.
Create a turntable of the still life scene.
Solution Description :
First I created the plane.
Then i created four sphere.
Then i deformed one sphere by soft selection which is used for tomato as it has more details.
Then to create the stem of tomato i extrude the center of tomato. the i extruded the bottom faces of stem to create the leaf of tomato. for leaf i also added some edge loop then adjusted vertices accordingly.
then i added texture to the body of tomato, i used blinn texture for body because i wanted to use phong for orange. i also used phong for leaf of tomato. the i set color to the texture.
then i created egg , wood, orange. there were not details for these three.
i used lambert for wood, phong for orange, lambert for egg. i used all different texture because i wanted to test all kinds of texture. though i believe that tomato body should alslo be phong, since it has to reflect more.
Then i used 3 spot light to create three point lightning. 1 for key light, 1 for fill light, 1 for back light.
Then i created the turntable by visualise > create turn table after.
then i rendered the video 120 frames. (video can be found below).
Video :
Rendered Image :
Description of Task : create a model of your selected object using polygonal modeling, NURBS modeling, or a combination of the two. Shaders were optional. So for Project1 I choose Tea Pot Model in class.
Description of Solution:
I Took some pictures of the model for references. I imported the side view of the image in maya in image plane. Then I carefully draw a curve around the image from one side. once i got the desired curve, I used the revolve tool around y axis and i got my pot there. Then i started working on creating spout. For spout I first used nurbs circle and map it to the shape of spout in the imported image. Then I duplicate many other nurb circle and similarly map it with the actual image progressively towards the end of spot and once I felt i have all circles aligned with the actual image of spout, i used loft tool and then i had my spout ready. Then I started working on creating handel of tea pot. Just like the spout i created the nurbs circle and map it to the start of handel and then i created the EP curve and draw it around the handle. once i felt i have the desired curve which maps with the actual image, i selected the circle and curve and used the extrude tool. after using extrude tool i got my handle ready. then i started making all three of them as one object. for this first i converted everything into polygon and then where i have to set the spout i used multi cut around that surface on the pot and then deleted those surfaces. Then used merge to merge the vertices of spout and body. It was taking too much of time so I deleted the half the teapot and then merge on only half of the teapot and spout. then i used mirror to complete the other side of teapot. Then i started working on creating the cover of teapot. I added some edge loop at the top of pot. Then selected the vertices of the top and raised them and adjusted them accordingly. once my cover was done i started working on finial. just like cover i created the finial by raising the vertices and extruding some surfaces inwards. so now my tea pot was almost ready. Then i started working on sun glasses. I used the pipe to create the frames of sunglasses. There was a very good tool i learned in the last class deform with lattice. i used lattice (4,4,4) to create the shape of glass frames. once i got the desired shape of frame i started working on temple of glasses. I created curve along the temple and the extrude it by selecting frame surface and curve both. once my half sunglasses were ready i did mirror to create the other side of sun glasses. after that i used semi sphere to create the glasses. i shrinked the glass and again use lattice to give a shape of glasses. once one glass was ready i duplicate it for the other side glass. i altered some vertices to give more real look. now i started woking on creating the legs of teapot. i used cube for that. i deleted surfaces around the edges and altered vertices to get the shape of toe. once i had decent toe. i extruded top surfaces to create the legs. now almost all modeling was done. then i started adding textures. the glasses of sun glass were made transparent and added color as in the actual model. then the frame was set to white color. for the teapot i used phong and added reflection to the material. several experiments were done to get the actual textures. For legs of teapot i used lambert and give it a black color.
Challenges: I faced difficulty with merging spout, body and handle. several attempts were made to merge them. I also did something wrong there and paid heavily later when i was creating finial. there were multiple faces got created one below the other and it was creating problems when i was extruding the finial. I fixed it by deleting faces which were hidden sometimes. finding them and deleting them.
Project File: Please Find the maya Project file here: MayaProjectFile
Class Exercise 8:
Problem Statement:
Animate a flying text
Use at least three deformers
Playblast the animation
Solution:
First i created 3D Text.
Then i used deformers for creating flying text.
I used 3 deformers (Squash, flare and twist).
then i generate key frames to animate text for each deformers.
then i Playblast the animation to generate the video.
Class Exercise 7:
Problem Statement: Finish modeling the shoe
Solution:
First i create the curve using cu curves for the base. then i duplicate the curve and rotate it and join both curves.
Then i used the loft tool to create the base.
Then control vertices were adjusted to get it to proper shape.
Then i created the curve around the heals and created duplicates of those curves.
then i used loft on these curves and created back portion of the shoe.
then i used nurbs cylinder for shoe heals.
Nurbs cylinder were used for belt. some isoparms were inserted for giving it a desired shape.
Class Exercise 6:
Problem Statement:
Finish modeling the pear using NURBS tools only
Solution:
I have used nurbs sphere to create the pear. I inserted isoparms in sphere to create the shape of pear.
For stem i have used two nurbs cylinder, i adjusted its shape according to the image. i closed the top of nurbs cylinder by selecting the farthest isoparms and then selecting surface > planar.
For Leaf i have used nurbs palne, then inserted isoparms in the plane after that i gave the shape of leaf by adjusting its control vertices.
Then i connected all in one and grouped them.
Class Exercise 5:
Problem Statement:
Model the Solar Cell by watching the tutorial at pluralsight, until the end of constructing bracket.
Solution:
first i started with creating with individual solar cell. i used cylinder to create a hex shape for solar cell. i used 6 subdivision to get a hex shape. then i used subdivision cap to create a ridge of solar cell by raising the boundary. then i used bevel to smooth the edges of solar cell ridges. then i used nurbs cylinder to create the interior of the loop. then i duplicate these cylinder using duplicate special. i used detach to get rid of extra geometry coming out of cell ridges. once the one cell is created i used duplicate special to create a chain of cell. thin i used duplicate special to duplicate the whole chain of solar cells. then i used the cube to create the base of solar panel. i snapped the whole panel on to the base. then i used bevel to create a cut at two corners. then i used multi-cut to split the boundary and create rim at the base boundary. then i adjusted boundary accordingly to the shape. then i grouped the panel with the base. then i extruded the bottom of the base and also beveled it to create a bottom of the base. once the panel is complete i used duplicate to create two more panels. then i moved the pivot of two panel to there edges and rotated it accordingly. then i used cylinder to create the connectors of the panels. then i grouped all panels and connectors in one so that they can be lifted together. then i statrted working on the base. i used cylinder for that. i used 12 subdivision on that. i added edge loops to add details to the base. then i extruded inwards to make a smooth shape. then i beveled edges to add details to the base. i also used offset edge loop to add a sharp edge loops. once the base is ready i created bracket. i used pipe for that. i then used extrude and edge loop to add details to the bracket. i extruded the base of pipe to make a knot like geometry at the center. i then adjusted the bracket to fit it to the base and solar cell.
New Skills I learned in this project:
Using subdivision to get different shapes.
Detach the geometry.
duplicate special to make a multiple copy translated equally.
grouping objects and scaling them in group.
bevel to smooth the edges and create interesting shapes.
Moving the pivot from center to any place of object.
Hiding objects to focus on any one.
Class Exercise 4:
Problem Statement:
Modeling the chair.
use following tools:
Extrude
Multi-cut
Insert Edge Loop Tool
Offset Edge Loop Tool
Smooth
Bevel
Add Divisions
Solution:
first i created cube. then added sub divisions to that. then to make two side of chair i used extrude tools.
similarly i used extrude to create back of chair.
extrude tool is also used to make cushions.
to make cushions i added sub divisions and used extrude tool. I also added edge loops to make curves on edges and corners of the cushions. i adjusted edge loop to smooth the sides and corners of the cushions.
edge loops are also used on sided in order to smooth the sides of chair.
I used multi-cut for the slopes on the hands of chair.
i used bevel and extrude to create legs of chair.
Class Exercise 3: Link to project
Problem Statement:
Create Model of a Hat given in the class.
Take screen shot with at least one wireframe.
Solution:
Used a cylinder polygon to create a hat.
Then i added divisions to the cylinder.
I have more divisions at the bottom.
Then i scale the cylinder to the required size.
Then i selected the vertices of the bottom divisions and scaled down them to create the base of hat.
Then for the top of the hat i selected vertices of the top divisions of the hat at set them accordingly.
I have selected individual vertices and set them accordingly as desired for the curve at the base of hat.
Then i have smoothen the curves of the hat.
I have also translated some edges of division individually to give a natural look.
Class Exercise 2:
Problem Statement:
Model and animate all planets and there moons as given in specification.
Each planet should rotate around itself and also around the sun.
Planet moon should also rotate around itself and around its planet.
Moons should also rotate around sun with its planets.
Use all primitives to create planets and moons.
All should rotate with different speed.
Record the video.
Post a link to video.
Solution:
I was able rotate moons and planets around its axis in the class.
Then i rotated moons around there planets by creating group for each moon and animating and creating key frames.
Then i grouped each planet and respective groups of there moon.
Then i created key frames for these planet groups by rotating the group around the sun.
For Saturn i also created the ring and make it child of Saturn, so that it also rotates with Saturn.
Hypergraph Hierarchy and video Link to the Maya Project
Class Exercise 1:
Course 8070: 3D Modeling and Animation HomeWork1 (The following images are of Car designed in Maya 2017)
Problem statement: design a vehicle by using primitive use short keys for that.
solution statement: i have used maya 2017 to build this car. i have used cube and cylinder to build this car. i have used scaling translating and rotation to complete this car. i have created a cube then i have extrude it. then i have extruded the window.and delete the window faces. i also have used cylinder to deference the space bottom the car. then i have used cylinder for the tire. after that i have used texture for the car and tire.