Wednesday 20 November 2013

Midterm Test.

1 NOR AZMAS BINTI ZULKEPLI (D20111047284
D


FFisrt step for preparing reference images for the task is we must search image that we want to model. That images must have three side. That side is front, back and side.After that, we must edit the image using photoshop. Using photoshop we must crop one by one. So that the images will have a same size. Then save that image in jpeg. After finish do that, before make a model in 3d, we must save in one file to save. First choose customize then enter system unit setup,and choose centimeter. After that choose metric and lastly enter ok. Then I can start to make a model.
2.     Three methods of modeling that I have used in the modeling task is:
1.     Model a head : ( Editable Poly )
-        I choose standart primitive. Then I choose sphere to make a head model. For adjust the model, first click right then choose convert to then convert to Editable poly. After choose that, we can edit the sphere will follow our reference image.
2.     Model a body: ( Editable Patch )
-        I choose standart primitive. Then I choose box. Same with we make a head, to edit the cylinder, we must click right then choose convert to then convert to editable patch to edit the box. Using editable patch, I choose selection vertex to edit my model body. Beside, I also used handle selection to make a true shape  so that my model same with my reference image.
3.     Model a leg : ( Editable Mesh )
-        I choose standart primitive. To shape my model leg, I choose the cylinder. Then right click. After we right click, we choose convert to editable mesh. Then i used the selection vertex and edge to edit the cylinder.

3.     For map my model using texture. First find the texture that we want. Save the texture in sceneasset then enter to save in file images. When we want to use the texture, we must choose material editor or enter button M  at keyboard, bitmap and choose our texture . After that, enter at our images, assign material to selection and lastly show shaded in viewpot.
       


Tuesday 19 November 2013

Mid Term Quiz

Muhammad Syauqi Bin Muhammad Sophie
D20111050110

With reference to a 3D model that you have created, describe how you create the model in detail.
1. Outline the steps for preparing reference images for the task.
2. Explain THREE (3) methods of modelling that you have used in the modelling task.
3. Explain how you map textures on your model.

Answer.

1. First find a suitable blueprint for an object in this case a Robot that has minimally a Front view and Side view of the Robot/object. Now we adjust the colour, brightness and contrast in using software such as Adobe Photoshop. Desaturate the images first and then adjust the brightness and contrast for the picture as to highlight the outline of the mech. After that adjust the Lightness in Hue and Saturation to make the image more greyish (this is to minimize the white contrast of the picture). Repeat the same process with the side view of the blueprint.

Now we can set the blueprint at 3Ds Max but first we need to set up our Project Folder and Unit Setup. After we have set up both, create a Plane that has similar size with the blueprint (you can check the size using photoshop - Image > Image Size).


Next use the Material editor (keyboard shortcut M) to insert the blue print to the plane, using the Difusse >Bitmap in the Material Editor. Repeat the process for the side view blueprint. We need to set up the plane so that the Front view would only show the front blueprint and the Left/Right would only show the side blueprint.




2. In the modelling task I use a lot of Extrude tool, that can be use after converting an object that was created to Editable Poly. To use I select a polygon on the object and simply click on the Extrude tool button and then click and drag the polygon while the tool is activated, we can set the measurement for the Extrude tool by clicking on the small button next to the Extrude button. The Extrude tool function is that you can create another object that is still connected to the previous object. You can find Extrude inside the rollout of a editable poly. Extrude, as the name implies, it extrudes faces both inwards and outwards.



The second method that I use in the modelling task is the Symmetry modifier. This modifier is especially useful when creating a model that is symmetry such as a character, building, an aircraft or our case is a robot in which you can manipulate half of the object and the other half will follow as well. This modifier is unique in that it allows you to perform three common modelling tasks such as mirror a mesh about the X, Y, or Z plane, slice a mesh, removing parts if necessary and automatically weld vertices along a common seam. I use the modifier for the robot’s feet and body. The modifier can be use by creating an object than convert it to editable poly and delete half of the object that is symmetry than simply find the Symmetry modifier from the modifier menu list now. In the modifier stack, click  (the plus-sign icon) to expand the Symmetry modifier hierarchy, then highlight Mirror.

The mirror gizmo acts as a slice plane when it is within the boundaries of the object. With Mirror Axis set to X, click and drag the mirror gizmo along the X axis. Dragging right slices more of the object until there is nothing visible. Dragging left causes a second object to appear. When the mirror gizmo is move beyond the boundaries of the original mesh, it acts as a mirror plane showing you two identical symmetry object.


The third method that I use is Bridge tool, the Bridge tool function in which you can create a bridge that can be connect between to edges. To use it simply click on two edges of an object that has been converted to editable poly. Then click on the Bridge button from the Edit Edges menu then the two edges will connect (building a bridge between the two edges). Like the Extrude button you can also edit the detail and measurement by simply clicking on the small button beside the Bridge button.




3.  To texture certain part of my model, I select the polygon that I want to insert texture or map by using the Polygon selection from the Editable Poly selection. I then map the texture of my model by using the material editor (click M on the keyboard for shortcut). I click on the material sample (the sphere), then I click on the small grey box beside the diffuse colour box and a Material/Map browser will appear. I double click on Bitmap under the standard stack and find my texture map picture that I can browse from my computer, in my case I use a PNG format picture that I have crop and edit from Photoshop. I open my texture map and click on the third button mark Assign Material to Selection below the sample type and then I click on the fourth last button mark Show Shaded Material in Viewport. In some cases on the material I use UVW Map modifier and use Plannar or Shrink Wrap on the material. 


Mid Term Modeling



.          FATIN ZAWANI BINTI CHE MANSHOR
D20111047310

      
      1. Step for preparing reference images.



Before create my robot in 3d Max I search robot blueprint as image reference. I choose one and then open image reference in photoshop to make the resolution of  side view and front view image of robot become clearly in 3d max. This image must be save in PNG, Targa or JPEG. After that, open 3d max and create plan to mapping the image reference. Adjust image reference become symmetry before start model the robot..

2. THREE method.


I choose to use line for build the robot legs. First step creat a line. To create a line just click Create à Shape à line. After that click at image reference and follow the shape of legs until the line will be connecting each other. Then Right Click à Connect à Modifier List à Extrude. This step to make sure the line change to shape.  After that, make sure the shape in Opacity mood. To make shape in opacity just Right Click à Object Properties à see through à Ok. This is because this step easy for us to adjust the shape base on image reference but before that select shape and convert to Editable Poly.  To convert shape to editable poly just Right Click à Convert to à Editable Poly. This step to reshape using vertex. After that , adjust the shape using points until the shape look like legs same like image reference. However, for model robot hands I choose to use cylinder. This is because cylinder will be the model basic shape for robot hands. First, to model the robot hands, just click cylinder at standard Primitives selection then drag cylinder at image reference. After that, make sure the cylinder in opacity mood same like create robot legs.  To convert shape to editable poly just Right Click à Convert to à Editable Poly. This step to reshape using vertex. After that , adjust the shape using points until the shape look like hand same like image reference. To make another hands just use mirror. I choose Sphere to model the robot head. This step same like creating robot hands. I also use render as a method in my robot. Firstly select robot and group. After that, click ‘N’ for auto key then click key  and move the timeline to 100.Then rotate to 360 degree use the Angle Snap Toogle. After that, click at configuration viewport . Then, click render setup and adjust a lighting and active the segments. Then make a files, rename  and save the rendering to AVI type. Finally, click save and OK then click render .


3. To map the textures at my robot  just click ‘m’ or material editor. I just use a basic colour for my robot. Select some part I want use the textures. For example a legs of robot just select a part of legs and click m for mapping. After that choose diffuse and select a basic colour that I want put at my robot.

modeling test



MUTIAAH BINTI MAT ZAIN
D 20111047318


1 :
               -prepare the three image
                         : front
                         : side
                         : back
              -open the 3ds max.
              -create plane, ctrl M, mapping image at plane.

2 :
-                                    Editable Poly
:  I choose editable poly for edit image to make a robot.
: example, I create ---> box  (right click) editable poly. With used editable poly, I can  select any selection as vertex or edge. Next, I choose vertex for adjust the shape and for add the many line at the box, I choose swift loop --- vertex for shapping my robot body. After that, I go to modify ---> turbo smooth for looked the shape smooth or not.
-                                      Line
: I choose line to make a leg.
: create ---> shape -->  line. Using the line, we must follow the shape that we want until the combine.
: After that, we must right click n connect ---> modifier list à extrude à select and uniform scale.
: adjust how size we want.
-                                      Mirror
                        : mirror can make me easy for finish my robot especially hand and leg.
                       : just go to modifier list à choose the mirror and mirror it.
3:
-                                                    : Click at the object  that we want mapping.
-                                                    :   Enter M  ---> diffuse---> bitmap --->image at sceneassets --->
                     select plane ---> click the mapped sphere in the material editor ---> 
                     click show shaded material in viewport ---> click again assign material to                               selection.