Digital Toolbox

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Week – Introduction to Adobe Photoshop

Green Screen Lady

 

Abandoned Building

For this task, we were given 3 images that we had to put together and create an apocalyptic scene. I will take some inspiration from the show ”The Last of Us” and it’s post-apocalyptic scenery.

Firstly, I put all of the images together by dragging them all down into one viewport (ctrl + shift). I then mask the building using color the color range (select > color range) filter which allows me to easily seperate it from the sky and creating a mask (layer > layer mask > reveal selection).

work in progress

Animal Hybrid

For my animal hybrid project, I decided to mix a penguin with a husky dog. I figured it would be a good idea since both animals have similiar color patterns, which makes it seem more realistic.

First I put the two images together & transofrm them so that they go well together (ctrl + t) by adjusting the size and placement.

Finished Project

 

To practice a bit more, I decided to try and make another animal hybrid so that it stays in my memory, this time I chose a lynx and an owl

Firstly, I put the two images together into one viewport (ctril + shift)

Using the color range tool, I seperate the owl from the white background (select > color range > inverse)

I create a mask (layer > layer mask > reveal selection)

I duplicate the background layer and create a selection with the pen tool by drawing around the lynx (right mouse click > make selection)

 

Then, I create a mask (layer > layer mask > reveal selection)

Unfortunately the color range tool didn’t get rid of all the whites and there’s still a little bit of a white outline around the wings

In order to get rid of that, I pick a black brush and draw on top of the mask to get rid of the unwanted parts

I duplicate the background layer and using stamp tool, I draw around the lynx with the wings on a newly created layer to make it look more like it belongs in the picture

Then, I change the layer’s opacity to make it look less harsh

Finally, I add some adjustment layers with color collection (brightness and contrast, curves, exposure)

Finished Project

 

Fake News

Dragons violating Polish airspace

Resources:


 

The first thing I do is allign the two pictures together

I create a clear mask (layer > mask > reveal all) and draw on top of it to get rid of the unwanted parts of the image, in this case it’s the background of the dragon

Achieved result

Using the polygonal lasso tool, I select the area of the edge of the building and get rid of the dragon wing

Using the pen tool I draw around the dragon to further get rid of the background and make a selection (right click > make selection)

Using the black brush, I draw around the mask to get rid of more unwanted areas

work still in progress

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Week – Introduction to Autodesk Maya

maya binds & navigating

alt + left click =  rotating around

alt + right click = zooming in / out

alt + scroll wheel = moving around

handle goes yellow = locked into axis

w = move

e = rotate

f = frame selection

a = frame everything in the scene

ctrl + alt = frame selection

4/5 = toggle between wireframe & smooth shade mode

select elements > ctrl + g = create group

modify > center pivot = center pivot to object

space > maya = switch between views

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Week

Homework: Spaceship (with lighting & textures)

Extruding the body of the spaceship

Extruding the parts to which the wings will be attached

Physical Sky

 

Spaceship model before texturing

Finished product

HDRi: Resting Place 2

Materials: Glass for the window, car paint metallic for the rest

with colorful background

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Week

merging stuff togeher

mesh > combine > delete history > delete faces at bottom

 

merge tool

y shortcut targer world

drag from one to the other to merge vetex

when combining 2 objects they need to have the sameamount of verticles

if not; delete verticles or create edgeloops

adding edge loops: 

select multi cut tool > ctrl > q 

vertex at center bottom in middle press ctrl right click to faces to cfaces extrude and scale dwon

 

create > cv tool

right click control certex

 

snap to centre > X

 

surface > revolve > polygons > quads > general

surfaces> reverse

modify > convert > nerves to polygons>quads (general)

to extrude; ctrl + e > change thickness

6 = shading mode

 

Kettle

to seperate stuff select > edit mesh > extract

faces selected > edit mesh > circularize > edit twirst

atribute editor > tapering

ARNOLD SHADER > STANDARD SURFACE

lamber material standard ai standard extra

double click move

world / object

plane shape > render stats > receive shadows

 

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Week  – Lighting 

ctrl 1 – isolate object

Hypershade

Mesh Light

Arnold > light > mesh lights

 

Three point light

 

Saber & Mesh light

 

Skydome HDRi

 

seperating mesh into 2 pieces; extract > seperate

transmission and roughness-glass

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Week – Shading

5 / 6 – unshaded / shaded display mode

m

red input circle – looking for rgb information

green input circle – looking for gray scale information

two checker boards one with opacity one with transmission

bump and displacementmap

bumpshader

displacement map zbrush

drum>arnold>opensubdivcontrols>vertex coundary > preserve edges and corners

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Assessment 1

James Bond Gadget – Banana Revolver

For my James Bond Gadget assesment, I came up with the idea of combining a peeled banana and a revolver. The peeled banana skin will serve the purpose of a gun handle.

 

Tools I’ve used in the making of the James Bond gadget assesment:

  • bevel edge

  • circularize

  • extract

  • extrude

  • seperate

  • combine

  • slide edge

  • fill hole

  • mirror

  • multi cut

  • slide edge

  • insert edge loop tool
  • UV editor

Reference images:

Revolver Taurus 608 and a peeled banana

Textures:

Banana Peel Texture Inside

Banana Peel Texture Outside

The process of creating the banana handle of the gun begins with a simple cube. I extrude the faces of the cube and manipulate the vertexes to match the shape of the banana. The tools I’ve used for this process are mostly extrude, move, rotate and scale.

After the basic shape of the banana handle is finished, I begin to peel off the banana skin by extruding the faces on the edges. This is also the hardest process of creating my bond gadget.
Further peeling off the banana

Peeling off the last parts of the banana

Using the circularize tool to make the banana look better from the front

creating the revolver

I start out with a pipe (create > polygon primitives > pipe) which will serve the purpose of the muzzle 

using the slide edge tool

 

mirroring the mesh to create the bottom part of the muzzle

finished barrel

creating the black top part by creating a seperate mesh – starting out with a cube

beveling the edge (settings: 3 segments) to match the shape visible on the reference picture

I extract and seperate the mesh to divide it in 2 parts in order to continue modelling the rest of the gun while also keeping the shape I achieved so far

cylinder modelling

starting out with a cylinder shape

removing the faces from the front and the back

creating the basic shapes by moving the edges and removing the faces

using the bridge tool to connect the edges

bridge tool effect

using the bridge tool to connect the edges

bridge tool effect

selecting all the specific edges and scaling them in to move them inwards a little bit

adding loob cuts for a more defined look which is necessary in hard surface models

checking if the definition is right on a smoothed out mesh

creating another pipe and duplicating and rotating it so that it matches the shape of the revolver cylinder

selecting the 3 bordering edges and using a bridge tool for the purpose of connecting them

rotating the cylinder to match the rest of the mesh

repeating the process on the rest of the mesh

further using the bridge tool to fill in the gaps in the mesh

adding another pipe shape

adjusting it’s position and scale to match the rest of the mesh and combining them both afterwards

smoothed look

connecting the new pipe shape to the rest of the mesh using the bridge tool

extruding inwards

Banana Revolver Renders

banana gun left perspective transparent

left perspective

right perspective

right perspective transparent

front perspective

banana ammo closeup

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Week 8 – UVs

UV mapping is the process of generating a 2D representation of a 3D object. This 2D representation is constructed from UV coordinates, which are commonly known as texture coordinates. U represents the horizontal axis and V represents ​the vertical axis. Each UV coordinate has a corresponding point in 3D space called a vertice. Together vertices form edges, edges form faces, faces form polygons, and polygons form surfaces.

Important tools:

  • UV editor
  • UV cut tool

Seperating UV’s:

select edge in object mode > shift + right click to cut in the UV editor > right click > UV shell > select the UV shell > move for a proper view > shift + planar > select axis view

 

Stiching UV shells back together

select edges > shift + right click > move and sew edges

Practice

modelling the basic shape of the mushroom 

painting the texture in Adobe Photoshop

adding edgeloops for a more defined look (right click > edge > shift + right click > insert edge loop tool)

opening up the UV editorcutting and seperating the UV shells of the mushroom (select edge > right click + shift > cut > right click > UV shell > move)

unfolding the UV shell of the mushroom neck (select edge > cut > right click > UV shell > select the UV shell > unfold)

 

exported UV layout of the mushroom

paining the texture in Adobe Photoshop (file must be exported in TIF format)

mushroom texture

putting the file back into maya (assign new material > standard shader > color > file > select the texture)

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Week 9 – Adobe Substance 3D Painter

file > export selection > fbx > export selection

file > new > ASM Metallic Roughness > 2048 > uncheck import cameras > uncheck auto-unwrap > select > select file >

ctrl + rmb to control size

ctrl + mmb to control the brush flow

f2 / f3 toggle between 2d and 3d view

lmb + mmb to control the angle of the brush

tiling = repetition of the texture

right click layer add black mask to paint on top of another layer

 

Wireframe Render

hypershade > tab > wireframe > ai wireframe shader > drop it on the model > edge type > polygons

 

Assessment 2

Time Leap

Datsun 240z from the 1970’s

The Datsun 240Z, then later as the 260Z and 280Z, is a grand tourer produced by Nissan from 1969 until 1978. It is the first car in Nissan’s Z series of sports cars. The Japanese sports car featured all classic elements that made a great, lightweight, performance model. Its proportions, which are not that dissimilar to some other iconic sports cars, from European manufacturers, are what makes the 240Z, pure

eye candy for JDM and classic car enthusiasts alike.

I based my Datsun 240z model off of Sung Kang’s modded  Datsun 240z, known as ”Fugu Z”.

 

The environment

I decided to set the scene in a Japanese forest during autumn with a Tori Gate standing behind the car.

torii is a traditional Japanese gate most commonly found at the entrance of or within a Shinto shrine, where it symbolically marks the transition from the mundane to the sacred and a spot where kami are welcomed and thought to travel through.

 

Assets:

Everything in the scene was made by me with the exception of the HDRi and the trees.

The HDRi was downloaded from the polyhaven website and made by Andreas Mischok: https://polyhaven.com/a/autumn_forest_01

The trees were downloaded from the turbosquid website and made by lazaruslong: https: //www.turbosquid.com/3d-models/gentree-103-generic-tree-103-3d-model-2062798

 

Textures:

Torii Gate Red Wood Texture

Torii Gate Stand Texture

Stairs Texture

References:

Datsun 240z:

Tori Gate:

The Workflow

Setting up reference images

Using the curve tool, I create a 3D outline of the vehicle to help me model it more accurately

Starting to model the car using the planar modelling technique

edit > duplicate special

Basic blocked out shape of the car

Creating a lattice to help me manipulate the overall shape of the car more easily

 

 

 

UV Map of my scene

Spoiler

Modkit

Car Body

Car door panels

Car Windows

Torii Gate

Final Renders