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. 


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