This is my low poly broom:
https://docs.google.com/file/d/0B4Ja9LML45G8RHdxNUN4RmNXWUk/edit
Monday, 10 June 2013
Fish Tank
This document will tell you how i created my high poly fish tank, it also includes some research notes, unfortunately i was unable to create many of the assets which i had listed due to the main asset (fish tank) being so time consuming:
https://docs.google.com/file/d/0B4Ja9LML45G8dHJfcE1HX1RfaVk/edit
Low poly alchemy set
This is my low poly alchemy set log:
This document will tell you how i created my alchemy set model:
https://docs.google.com/file/d/0B4Ja9LML45G8SFRzVUtjZzlCdkE/edit
This document will tell you how i created my alchemy set model:
https://docs.google.com/file/d/0B4Ja9LML45G8SFRzVUtjZzlCdkE/edit
Sunday, 2 December 2012
Sword
Create a cylinder with 6 height
segments and then use the scale tool to squash it into a handle shape
Use inset by right clicking- then pick the amount and press
the green tick
Using the scale tool pull on the z axis
Using the edge tool select the middle horizontal line and
press loop- tick soft selection in the right menu and adjust the fallout to
adjust the degree that the shape is altered by from the middle
Using polygon mode select the very top of the handle and
Inset the top of the handle to create a guard
Click on one of the vertical edges at the very top and
select ring and then press polygon mode
Use
the bevel tool and group by local to pull out the selection and create a guard-
use the selection tool and pull up the z axis to shape the guard
Go down to polygon smoothing groups in the right menu and in
polygon mode select a polygon and then ctrl and A- click clear all
Drag a selection over the handle only and click on the
smoothing group 1
Select the bottom bevel and press alt and left click to
deselect the very bottom and then give it a smoothing group of 2
Select underneath the guard at the top and in polygon mode
and give it a smoothing group of 2, this different smoothing group from the
handle makes it stand out and become more defined when the light hits it from
the other parts of the handle
In polygon mode select a segment, hold shift and click
another segment to ring the selection quickly
Do the same for the rest of the guard- using a smoothing
group of 1 for the outside rim and 2 for the inside of it- they have to be
different smoothing groups if the parts are touching otherwise they blend into
one, losing the effect of the shadow
Go to the modify tool and select the shapes tab, go to the
line tool and create a sword shape about 6 units long
Right click on the line and convert it to an editable poly
Go to extrude and make the height very high, then in polygon
mode delete the end to make it hollow
In vertex mode select the 4 points of the sword which create
a rectangle and not the pointed part- then click bridge and pull them together
Select the first 2 vertexes down the face of the sword,
right click and the use the weld tool, getting them as close together as
possible
Using edge mode select the middle of the sword, right click
and select connect- use 8-10 segments
In vertex mode figure out which end is the pointed end and
then in the left wireframe view start to move the vertexes around so that it
looks more like a sword shape- do this until you’re happy with the shape of the
blade- try to make the vertexes line up
Go to edge mode and select one of the middle edges then
press loop, if only one side loops press ctrl and select an edge on the other
side then press loop again- pull out the sword on the x axis (red line) until
you’re satisfied with the width
Highlight the bottom sections using polygon mode and give
them a smoothing group of 3 on one side of the sword then do the same for the
other side but changing the group to 4
Do the top sections with a smoothing group of 1 and the
other side a smoothing group of 2
Unwrap the handle- select all of the handle apart from the
guard and the bottom bevel using the polygon tool- click on the cylinder
projection and then click fit and center
Click on the Y if your sword is facing in the direction of
the y axis
Unselect the cylinder projection
Sunday, 18 November 2012
Wednesday 14th November: Sledge hammer
Create a cylinder
Height: 16
Radius: 4
Parameters- change the sides to 10- if there’s no change
then do this in the modify tab and change the sides in there instead
Press F4 to see the edges
Turn the height segments down to 3 and the cap segments down
to 1
Drag the X axis (red line) inwards to make it look more like
the handle of a sledgehammer
One done- right click
and convert to editable poly
Go into edge mode- red triangle icon and select one of the
lines going around the shape- click loop so that it wraps all the way around
the model
Press and hold ctrl- select the other line going
horizontally just beneath it and press loop again
Grab the Y axis and pull inwards to make it look more like a
handle shape
Press the red cube tool and click the shape to select the
whole shape then adjust it on the Y axis until you’re happy with the shape
Create a box over the top using the top wireframe view look
at how the box fits over the top of the handle
Select the handle and go to the align tool, click center on
both settings and apply to put the hammer head in the middle of the handle
Check Z position and select Maximum on both settings and
apply, the head should be at the top
If you go into polygon mode and select either side face of
the hammer then use the scale tool to make either end wider
When happy right click and convert the head to an editable poly
Select the two top edges- the 1st segment and the
3rd segment and then press Ring
Right click and select chamfer to get a hammer head shape-
the size will be dependent on the size of the head- I set mine to 0.66 and the
bottom option to around 2
Using polygon mode select each end of the head and right
click- select the small box next to Inset and pick an amount, usually 0.3 works
well- ensure that it is grouped by polygon and not by Group
In
this view (3D view) right click the word which says Realistic and click
consistent colours then go to Lighting and Shadows- untick shadows
Select the hammer head and open UVW editor
Go to polygon mode in the UV window
Select the middle polygon on the inverted face and press the
grow selection button which is a blue box with a little grey square in the
bottom left corner and a plus sign at the top right corner, this will select
everything in that face, even the outside edges.
In the max window go to projection and select the icon which
resembles a plane, then deselect the icon after to ensure that you can click
other things. Then move this to one side
in the UV editor window and do the same for the other face.
Draw a selection box around the remaining polys and select
the cylinder tool from projection- then click to the Y button under align
options
Select the faces individually (separate boxes) and reduce
the size of them with the scale tool
Right click and convert to an editable poly
Repeat the same process for the handle
With the handle selected click on attach under edit geometry
and then select the hammerhead; it should turn the same colour as the handle
Click attach again so that you don’t attach anything else
Convert to editable poly and unwrap UVW, then organise all
of the shapes so that they fit into the box, making the most out of the given
space
Tools- render the UVW template and put in 512, 512 for the
resolution, save it as sledgehammer template in JPEG format
Then open it up in Photoshop and pick some textures from the internet, place them on the different areas of the template, go back into Max and open up the material editor- ensure that its in the correct mode- go to maps- then diffuse colour and pick the bitmap which you did in photoshop- press the checkerboard with the lightbulb to see the texture
Sunday, 11 November 2012
Tree- Using an Opacity Map
3Ds Max notes:
Put picture of tree into Photoshop
Use as base texture for tree
Press Ctrl and J to add a new layer and work from that one
(the background layer acts as a backup copy)
Select wand tool- Make sure contiguous at the top is
unticked
Click and press delete to get rid of the background
Ctrl and D to deselect selection
Ctrl and left click the layer
Ctrl, shift and N to create a new layer- on the new layer
select the paint bucket tool and ensure that the white colour is selected then
click on the tree, this should fill it white
The selection outline should still be showing around the
tree
Ctrl and D to deselect
Create a new layer underneath and use the paint bucket tool
to fill the background in Black (make sure the black colour is selected- you
can use the double arrow next to the colour selection to switch the colours
around
Merge the two layers (the white tree and black background)-
Ctrl and click the other layer then right click and select merge layers
Save it as a JPEG- keeping the quality at maximum
Use the eye tool to hide the black and white tree
Create new layer above background layer- select the colour
box and use the dropper tool to select the darkest green on the tree
Fill the background in with the dark green colour
Ensure you’re on the tree layer
Select the burn tool
Change range to highlights or midtones- exposure to 75%
Go round the outside of the tree to darken it
New layer- select colour from drop down menu where it says
normal- select the paint brush tool- same colour as background and go round the
outside of the tree to make the outside blend in
Merge the dark green background layer, the tree layer and
the tree outline layer- save the image as tree texture
Go to the black and white tree layer- use the magic wand to
select the white tree- go to your background layer- press Ctrl and J- there
should now be a tree picture with a blank background
Turn off all other layers
Ensure that the
transformation controls box is ticked to be able to see the box around your
selection (located at the top)
Select the polygon lasso tool- cut out the top of the tree-
Ctrl and J to copy onto a new layer- ctrl and J again, then move the dot in the
middle down to the bottom of the box and in the centre and rotate it to the
right (about 40 degrees)- repeat the process until it looks like a star (a
bird’s eye view of a tree)- this will be the top of the tree, but from looking
down onto it
Wand tool on the star tree layer - new layer/ctrl and J-
fill it with black (underneath)- deselect the selection and put a white layer
underneath- merge the layers
Save it as tree opacity map (top view)
Create a green background and view the green detailed tree
top, merge the 2 layers
Save it as tree texture (top view)
Max:
Create a Plane
Length: 128
Width: 93
Length and Width segments (underneath) both needs to be set
to 1
Use the angle snap tool and rotate tool to rotate the plane
90 degrees upwards
Press M to open material editor and select the standard
button- select multi/sub- object from the menu- press yes to discard old material-
it should turn black and have 10 slots
Set the number of slots to 2 by clicking on the Set Number
button
Slot 1- click none- select standard from list
Note: Select default from drop down list to go back to main
menu and switch between materials
Go to maps- diffuse colour- none- bitmap- tree texture
Maps- opacity- none- bitmap- tree texture opacity map
Go to default level- drag the material onto your plane-
click on the material button in the slot list and click the checkered board
with the light bulb to show the material
In the material editor- in the material itself (1st
slot) tick 2 sided so that when the tree is rendered you can view both sides
Name your material tree side by clicking in the grey box
with the name material… (it should have
a number next to it) to distinguish the difference between your material and
the home menu
Select the rotate tool and the angle snaps- hold down shift
and rotate it about 45 degrees- select copy and type in 4- this makes the tree
more dimensional
Ctrl and A to select all- right click- convert to editable
poly- select one of the sides- in edit geometry click on the small box next to
attach- click on one of the planes on the list and hold down Ctrl selecting all
of them individually then click attach
Go to the top view viewport- select create- cylinder- set
the:
Height: 0
Cap segments: 3
Sides: 12
Make the cylinder about the same size as your tree
Pull the circle up away from the tree and right click-
isolate selection- right click- convert to editable poly- click on red dots to
go to vertex mode (press F4 to bring up the grid)- pull up the middle to make a
point
Then use the selection tool to pull the vertexes downwards
creating a cone- experiment until it looks right
Press Ctrl and A to select all and scroll down the left hand
menu- go to Polygon material IDs and set the ID to 2
Repeat the process for the material- this time selecting the
top view- ensure that 2 sides is checked
Hold shift and pull away to copy the shape, continue this
process, then rotate and scale some of the branches/leaves
Create a cylinder and put a wood texture onto it to create a
tree trunk
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