Week 1 Task: Learning how to remove a green background and replace it.
Making a dystopian building, practicing the basics of photoshop.
Week 1 Homework: Mixing two animals together in Photoshop.
The two pictures I used:
The final result, made using the lasso tool, the smudge tool and some minor colour grading effects:
Week 2 Task: Modelling an amplitheatre, practicing the basics of Maya.
Week 2 Homework: Practicing modelling another amplitheatre.
First model:
Rendered models:
Second model:
Week 3:
Modelling and rendering a spaceship:
Spaceship model made using extract and smooth tools:
Source image used for skydome:
Final renders with chrome material applied to spaceship object:
Practicing rendering:
Trophy Model made in Maya:
Final render:
Week 4:
Modelling and rendering a coffee mug:
Model:
Renders:
Modelling and rendering a wine glass:
Model:
Renders:
Practice:
Tankard Render:
Homework:
Idea for Bond gadget assessment: Game controller gun
Assessment 1: Progress
Bond Gadget: A Game Controller with a pop-out gun
Assessment 1: Final Renders
Bond Gadget: A Game Controller with a pop-out gun
Bond Gadget Wireframe:
Assignment 1:
Fake News Story: Flying Car
Images used:
Inspiration:
Photoshopped image: Car and smoke placed in the sky, shadow removed from under the car and motion blur effect added.
Oil paint filter and posterise effect applied, saturation and curves tweaked:
Picture composited onto newspaper page with text, ink effect added on top of photos with ‘lighter colour’ blending mode selected. The third photo was edited by changing the image mode to ‘duotone’, in order to achieve the look of a retro printing style, as well as being cropped and inverted. This helped achieve the appearance of a different camera angle:
The final image, with the ‘texturizer’ and ‘grain’ filters from the Photoshop filter gallery applied:
Experimenting with modelling and rendering:
Glass of orange juice
Practicing combining Maya and Photoshop:
Adding a flame to a candle
Candle Model:
Flame stock image:
Before photoshop (lit with area light):
Final:
Week 8:
UV Maps
Modelling a mushroom:
Model made with extrude tool and smooth mesh preview:
Shells cut and laid out in UV editor:
Shells painted in Photoshop:
Photoshop export used as colour on mushroom’s standard surface in Maya:
Final renders:
Week 9:
Using substance painter
Template model in Maya:
Exported as .fbx file and painted in Adobe Substance 3D Painter:
Week 11:
Practicing making UV unwraps:
Starting with the basic head in Maya, I opened the UV editor and cut the model in half.
I then made cuts along the back of the head and the back of the shoulders.
I then unfolded the head and the shoulders using the ‘unfold’ tool.
I then selected the edges of the neck area and stitched them together with the ‘sew’ tool.
I then selected everything and unfolded it again, leaving me with the final UV unwrap of the head.
Assignment 2:
Time Leap – Modelling a WW1 rifle
The first thing I did was make the main body of the rifle using the extrude tool:
I then began to add more parts to the body, including the top half of the barrel:
I gradually added all the parts of the gun until I had a model I was happy with:
After this, I used the techniques of UV mapping we had learnt in class in Week 11 in order to make shells which I could paint and texture:
I then painted these in Adobe Substance 3D Painter:
Then I applied AI Standard Surface to all parts of the model and imported these textures:
Rifle Wireframe:
I then modelled a table for the rifle to sit on, which I also UV unwrapped and textured:
I then did the same with some bullets I modelled, to also sit on the table:
As well as a helmet:
I then set these items on the table to sit alongside the rifles, to add some more substance to the scene as well as enhance the atmosphere. Finally, I lit the scene with area lights that looked natural.
Final Renders: