Archives of 34Bit:

Wednesday, December 10, 2008

Portfolio: Character Model: The Balor

I started this character to demonstrate low poly, quad modeling techniques on a 3D character model for a Game Modeling course. I used a model sheet I found online of an old Marvel Comics character, I did change the concept slightly for better appeal. I changed the feet to hoofed instead of toes, I just feel devils should have hoofed feet, I also gave the character burning tattoos. I wanted to create the fire procedurally, I could have gotten better effects using plug-ins or sprites but I was challenging my knowledge of procedural particles and effects. This effect was the prelude of a tutorial I am working on for procedural fire. I also decided to animate a small sequence for the character, I hope you enjoy.

The Balor - Model Sheet






The Lava Cavern


I trimmed down the video so I could upload it. It is missing a character turnaround at the beginning and a slight transition into the animation, but I was able to get the majority of the animation uploaded. Enjoy!

Thursday, December 4, 2008

Portfolio: 3D Model: Cars Fall '08

I had two Introduction to 3D Modeling courses this fall. As always, I like to demonstrate how to poly model a car. It works well to show the variety of tools we have been learning and the workflow between the tools. For one class I choose a Cadillac Escalade to model, and in the other class I had a student that was very enthusiastic about the AMC De Lorean so we choose that to model. Here are the results:

Cadillac Escalade


AMC De Lorean

Tuesday, July 8, 2008

Portfolio: 3D Model: Maybach Exelero

Every time I teach an Introduction to 3D modeling course I always demonstrate how to poly model a car, starting with a plane and working from reference. I will usually take about an hour of class to detail these poly modeling techniques. For my Spring 08 session of 3D Modeling I decided to model the Maybach Exelero and give it a custom paint job. Here is the end result!



Portfolio: Environment: Under Water

Here is a rendering of the Under Water environment I created in 3D. The main purpose of this environment was to explore the the use of particles to create environment effects and features. The rocks, plant life and bubbles were all created and controlled using Particle Flow in 3D Studio Max. There were also some other tricks I had to figure out to really sell the Under Water effect, one was the lighting on the ground. After creating several variations of the effect I was able to come up with a very basic and effective way of creating the lighting for the scene.



Here is a rendering of the Trout model that is used in the video.



Tuesday, June 10, 2008

The 48 Hour Film Festival

The 48 Hour Film Festival

This year I joined the Itt-Tech team for the 48 Hour Film Festival. It was a new experience for me and I have to say I really enjoyed it. The concept behind the festival is that the films were made completely within a 48 hour time period. This of course is the whole trick, it is not easy to produce anything within such a short period of time. But to write, storyboard, direct, film, edit and drop the final product off in such a short period of time is the whole challenge to the 48 Hour Film Festival.

For the Itt-Tech team I took on the roll of the Art Director on this project. I personally took on an important shot that required a touch that only Number 34 could do. They script called for a shot of a cell phone hitting the ground and opening up to answer an incoming call. I mentioned that we could throw a cell phone at the camera all day long, and still not get the shot. So I opted to complete the scene in 3D. I spent several hours completing the model and textures during the first 24 hours of the competition, and spent the latter half compositing the phone in the scene. The result... a 48 hour phone.

Overall I was surprised in the final result of the film. Of course things went wrong, shots were missed, problems with editing. But that is the point of the project, to overcome within the 48 hours, and to produce a finished product. The Itt-Tech team should be proud of their efforts and product!




Friday, May 30, 2008

Portfolio: Character Model: The Kolbald

The Kolbald:

Here is a kolbald character that I created. I have not been able to get around to really animating him though. I have him rigged and skinned, but I have so many other side projects that he has been placed in the back of the line. Hopefully someday soon I will be able to animate the kolbald and come back to this project. In the mean time I though that I would share the model and his walk cycle.



Tutorial: The Morpher

The Morpher



The Morpher modifier is a very powerful modifier that allows the animator to animate a vast range of different effects and movements. Some of those include: lip syncing, facial expressions, placing a dent in a can*, transformations, and I have even seen walk cycles completed with this modifier. I am going to walk you through the basics of this modifier and setting key frames with the Morpher.

The first step in the Morpher process is to set up your morph targets. This is very simple, but needs close attention. The way the Morpher works is by moving a vertex, which has a number, to a vertex in a reference model that has the same number. The trick is to just use copies of the model to be the correct vertex layout. DO NOT USE INSTANCES!
Simply just hold SHIFT and drag a copy of the object and make sure that it says Copy.



Then you can just modify those copies of that object to the desired look. Then you can use the Morpher to change the base object into the modified object which will be a Morph Target. For example if you want to make a character smile, copy the characters mesh and edit the geometry to make it smile. Or you can set up the mouths needed for lip syncing by use the same method. If you are trying for the dent in the can trick, then all you need is the can, copy that can and modify the mesh so that it is dented. The whole idea is you can not add geometry in any fashion. You can only modify the existing geometry. That means no extrudes, no bevels or chamfers, no connects or bridges, or cuts and welds. You can not modify the geometry in any way otherwise it will not work. Objects have to have the same amount of vertices to work, one more or less and the Morpher will not even see them.

Here are some examples of some morph targets I did for a skeleton character I am working with on a personal animation:

Base Object:
Happy:
Angry:
Blink:

Confused:
.
The next thing is to select the main object that the modifier will be applied to. Go to the Modifier panel and add the Morpher modifier to the stack. I would place the modifier under any Skin or smooth modifiers. Then you will need to load in the morph targets that you have created. To do that make sure that the Morpher is selected in your stack. Then go under the Channel List rollout and use the Load Multiple Targets button.



When the Load Multiple Targets dialogue box pops up make sure to select the objects that you want to have as your Morphs. All objects that have the same number of vertices will be in this list so there is a change there may be an object or two that you do not actually want in the morph list. Once you have the correct objects selected hit the Load button. You will now notice that the Empty channels in the Channel List rollout now have the names of the objects that you designated to be your Morph Targets.



Do not delete the Morph Targets from the scene, you may hide them though.

You will notice that it you adjust the spinner that the base object will start to change into the corresponding Morph Target. You can even have multiple Morph Targets effect the object at once. You may want to play around with this, sometimes you will notice that combining two separate morphs will give you the exact look you are going for. This also allows you to separate your Morph Targets into different sections of you model. For example a face can be separated into the mouth, eyes, cheeks, and so on to give you more control over important areas. You also have the ability to change the amount you can morph. Under the Global Parameters rollout under the Morpher you will notice that you have a Minimum and a Maximum.
.


You can change these numbers to get different effects. I like working with a range of -115 -> 150. You will notice that a lot of the time, especially with faces of emotion, if you go to the -100 value you will get a different Morph that you may not have. Smile turns into a frown; a blink turns into eyes wide open. Basically the Morph Target is a percentage. So values of 200 will push the vertices out twice as far as the original Morph Target.

To animate the Morpher you will need to use Autokey or your Curve Editor. If you use Autokey you have to make sure to double check your values and how you set your key frames. Warning: With auto key you usually need four key frames for each morph change. You need a key on the frame you wish the Morph Target to start with a value of “0”, you will need a key frame were you want the Morph Target to take place with the disiered value, you will need a third key frame were you want the Morph to start to end with the same value as the second key frame, and lastly you want a key with a value of zero were you want the morph to end. It sounds bulky but you will be able to produce several complex animations once you get the hang of it down.

Monday, March 31, 2008

Tutorial - Modeling - Table with Sliding Drawer



The End Table with Sliding Drawer:

I am going to use the scale one inch equals one max unit. This is the best scale to work with when using 3D Studio Max and should be adopted for future projects and models.

Note: Do not change Max’s scale to inches instead just keep in mind that one unit is one inch, this will create the best workflow and will help with more advanced areas of the program that you may get into.

To start the End Table I am going to create a box with a Length of 18, a Width of 18, and a Height of 1. Also, get into the habit of naming objects and give your table a name.



The nest step is to convert the box into an Editable Poly so we can start to work with it and turn it into the table. Right-click on the box and go to Convert To.



We are going to use the box as the top of the table and extrude the bottom, the drawer and the legs from the initial box object. Select the bottom ploy of the box and use the Inset tool with an Inset Amount of 1.5, with equates to 1.5 inches. To bring up the dialogue box select the box icon next to the tools name.



After that inset apply one more with an amount of 1.



From here select the middle ring of faces and apply an Extrude with an Extrusion Height of 4.



From here we are going to select the vertical edges of extrusion.



With those edges selected apply a Chamfer with a Chamfer Amount of 1.5.



Then select the newly created polygons and from there we will apply a Bevel to create the legs of the table. Use a Height of 24 and the Outline Amount of -0.5 to give it a slight taper effect.



Now it is time for the Drawer:

Select both the back and the front face of the lower extrusion, we will apply another Inset, but they will not line up right away because the front face is larger than the back face due to the Chamfer. We will need to fix this through a couple of steps but, first things first, select both front and back faces and apply an Inset of 0.5.



Now we need to align and straighten out the faces of our model. Select the left vertical edge and the vertical edge on the back face of the model.



From there apply the Make Planer option on the X, this will cause the edges to line up in 3d space. Next you will need to use your move tool to nudge the edges over a bit so that the drawer will clear the legs of the table.



Repeat on the right side of the face.



Next select the face were the drawer will be, hold SHIFT and move it along the Y axis infront of the table. Choose the Clone to Element option.



Next select the faces for the drawer on the table and delete them.



Choose your Boarder sub-object and use the bridge tool to create the hole for the drawer.



Select the floating face, which will soon become the drawer, and apply an Extrude of 10.



We will need to now cap off the back end of the drawer because it is now open. Go to your Boarders and select that open edge and use the Cap tool.



Select the top face of the drawer apply an Inset of 0.5 and then an Extrude of -2.5. This will create the cavity of the drawer.



Select the front poly of the drawer and apply an Extrude of 0.5.



Now select the ring of new faces that were created and apply an Extrude with a Strenght of 0.5 on the Local Normal.



Using the Element sub-object I am going to slide the drawer back along the Y axis into the fitted hole in the table.



To create a simple drawer handle select the front face and scale it down so that it appears to be about 1 inch high by a width of 3 inches.



Next Bevel that face with a Height of 0.75 and an Outline of -0.15.



Then select the poly on the underside of the Bevel and Inset that poly 0.15, then extrude it up into the handle a bit to finish the effect.



You will now have a basic End Table with a Sliding Drawer. Using these same techniques you can create several other objects.



Adding Accents to the Table:


Now it is time to spice the table up and give it some style. We will start with the legs of the table. Also, we are going to do all the legs at once. This will help save some time and make sure that the table is symmetrical. First we will add a little roundness to the bottom of the legs. Select all the horizontal edges of the bottom of the table legs.



Next apply a Chamfer of 0.4 followed by a Chamfer of 0.2. This will round off the bottom of the table legs.



Now select the vertical edges of the legs.



Using the Connect tool, apply 3 Segments a Pinch of -80 and a Slide of 500.



Select the middle row of edges that we created on each leg.



Use the scale tool to scale down the edges about 50%.



From there we are going to apply two Chamfers. The first Chamfer will have a value of 0.3 and the second will have a value of 0.15.



To finish the legs select the outside faces of the legs.



Apply a Bevel with the values of 0.25 for the Height and -0.24 for the Outline Amount.



The next step will be to select edges for the table top and the front edges of the drawer.



Apply a Chamfer with a value of 0.3.



Next we will add a groove in the table top, select the top face and use the Inset tool with a value of 1.5.



Then add a Inset again with a value of 0.25.



Select the ring of new faces that we created.



Use the Bevel tool with a Height of -0.1 and an Outline Amount of -0.075 to complete the groove.



Last we will round off the drawer handle. Select the vertical edges of the front of the drawer handle.



Next use the Chamfer tool twice. The first Chamfer with a value of 0.4 and the second Chamfer with a value of 0.2. This will round the handle nicely.