Tuesday 12 March 2013

C4D Lancia Fulvia 1.6 HF Model

Lancia Fulvia 1.6 HF Model


The first step in creating the car was to set up the front, back, side and top blueprints of the car. This was done by creating four planes which I then added an image of the corresponding blueprint to, by assigning it as a material to the plane. 
Once this was done I enabled point mode and began to create each part of the car e.g. the bonnet, by plotting each point to create a polygon, like a 3D form of "dot to dot". To make the car perfectly symmetrical I only made half of each body panel then applied a symmetry modifier.


Once the majority of the car's body had been created I began to add some the more complicated body panels and details like the exhaust and lights. this was done in much the same way, however many primitive objects were used then manipulated in order to make things easier and look much better.
chrome trims were added to various parts such as the rear window by creating a spline that followed the  edge shape of the rear window. this spline was then added into a lathe nurb modifier, along with an N-Side object. The lathe nurb modifier allowed me to extrude the N-Side object along the path of the spline. The N-side object was used to create the 3D shape which the spline would "turn into". 


This Is a material test of the logo and front grill of the car. I decided to do this as the aesthetics are a key part of this project and I though this would be a good place to check that they rendered correctly. although they look quite effective, the reflections/edges are a bit pixelated in areas and as of my current experience I do not yet know how to correct this.

   
This test was mostly done to check that the bump maps used for the headlights were rendering correctly and also looked effective enough.

I am happy with the overall direction which this model is taking. The overall model is about 80% complete and has taken around two weeks to get to this stage, however my work speed is increasing by each session I have modelling the car.    


The exterior of the car is 99% complete with the exception of the wing mirror. The interior however, is 50% complete up to this date. The interior may take more time than expected as I will have to create more textures for the instrument panel, such as the speedometer etc.. This will be done in photoshop then imported as a material.

Total time consumed in this project at this point is approximately two weeks, averaging around  2-4 hours each day.


Completed textures for the dials and steering wheel. All of the instrument panels were created in photoshop as a bump and diffuse map then assigned as a material in C4D.


After completing the majority of the car, the scene was designed to allow enough space for wide camera shots. Originally I intended it to have more of an industrial aesthetic, however the dark cold tones didn't quite work, so I toned everything up a bit to give it a higher contrast against the car. I then added doors lights and supporting trusses to give the scene function, but also personality.


The whole car is now completed. The interior textures have been fixed along with the addition of toning down the reflections on most materials, such as the chrome and body paint.
The render settings have also been changed to include ambient occlusion, which will help create more realistic shadows. 

Cinema 4D Introduction

C4D Basic Scene Introduction 



This task was a basic exercise to demonstrate some of the capabilities of Cinema 4D. The first things that were created were the spheres. They were created to demonstrate some of the materials and there uses.
The green glowing sphere was crated to demonstrate how luminance can be used to create a flat toned object. then a glowing modifier was added to create the appearance of light. however this does not mean it emits light. To do this a green light object was added to the shape by positioning it in the centre of the green sphere. The green sphere was then dragged inside the light object's tag in the right hand tool bar in order to make it a child of the light. This would allow the light and the sphere to be moved together. 
The glass text was created by using a text object then using the extrude nurbs modifier, in order to make it 3D. A fillet cap was added int the extrude nurbs modifier to give the edges a more realistic appearance. The glass material was created by changing the transparency to make it look opaque, then in order to colour the glass green the absorption colour was changed to green. 
To create the water like surface I added a floor object and then in the material editor, I used a water bump map to give it a water like appearance and depth. 
The last thing I added to the scene was a physical sky object. This would both create a light source by adding a sun, but also create a realistic world environment. From the physical sky object, I was able to manipulate the time of day, direction of sunlight and the intensity of the sun, plus adding an atmosphere with simple clouds.

3DS Max Bouncing Ball Animation

Bouncing Animation



This is a more advanced animation compared to the previous moving cube as the objective of this assignment was to create a ball which appeared to be bouncing.
The first step was to create a sphere which would represent the ball. I then created a floor by selecting the plane option from the same standard primitives menu. Once this was done I applied a material to the ball, by using a checkerboard texture.
The next step was to keyframe and move the ball into the positions where it contacted the floor. The next part was to use the motion curve editor menu. this would enable me to control the speed and horizontal motion of the ball in order to change it into a more realistic trajectory.
Once I was happy with the overall motion of the ball a distort modifier was added to the ball in order to "squash" it when it contacted the floor. this was done by selecting the distort modifier from the modifier menu on the right hand toolbar. The morion of this "squash" was controlled by using the curve editor menu. I then added a light source and duplicated the ball twice to create three of them.        

3DS Max Basic Animation

Basic Animation


The first stage in creating this animation, was to create a cube and get to know the basics of the key-framing process, with in 3DS Max.
The cube was created via the standard primitives option, in the right hand side toolbar. I then ticked the keyframe button and began to move the cube, using the top, front and side view panels. To create each movement, the slider on the keyframe bar was moved over a frame to select it, then a movement of the cube was initiated. This would then create a primitive animation of the cube.


This was the finished outcome of the animation. The scene is very dark as there was only one small light source.
The cube is intended to move in a circular motion back to its original starting position. I added a distort modifier to the cube in order to give its "wobbly" appearance.