lvl 3. 3d environment modelling

25/9/17
Research
What are UV's ?
- UV's describe the technique used to wrap a 2D image texture onto a 3D mesh u and v are the names of the axes of the plane since "x" and "y" and "z" are used for the coordinates in the 3d space.(UV mapping is the 3D process of projecting a 2D image to a 3D model's surface for texture mapping.)

0-1 UV space - its the scale of the uv's, its simply  0-1 on the horizontal and vertical. 
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0-1 space 

How to UV with maya-
  1. Select the  faces want to project UV's onto.
  2. Select UV > Planar > . The Planar Mapping Options window appears.
  3. Set the following options as required: ...
  4. Click Project.
  5. Use the projection manipulator to control how the plane distributes UVs.
  6. Use the UV Editor to view and edit the resulting UVs


UV terminology
Texture maps - Texture mapping is a method for defining high frequency detail, surface texture, or color information on a computer-generated graphic or 3D model.
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Transfer maps - A transfer map is something which can transfer mesh characteristics from one mesh to a texture map on another with the transfer maps editor, The texture maps  created in the transfer maps editor are wrapped around the target mesh of an object so that the patterns in the map curve and distort in a realistic manner.
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Bumps maps A bump map gives the illusion of depth or relief on a texture without greatly increasing render time. For example, the raised surface on a penny can be faked by using a bump map. The computer determines where areas on the image need to be raised by reading the black, white and grey scale data on the graphic. 

UV software - There are a variety of different software's and software plugins which can be used, one prominent software could be Maya, Maya is an application used to generate 3D assets for use in film, television, game development and architecture. there a multiple plugins such as Diamant tools, maya bonus tools and Headus for different softwares, they all have different uses, such as add in  tools into the software for easier use. 

Working outside the uv space -when we work outside the uv space it replicates what we make around the outside space, this is useful for when we would be making walls, floors or any persistent texture.

27/9/17
Research 
What is 3D modelling - in 3D computer graphics, 3D modeling is the process of developing a mathematical representation  of any surface of an object( either inanimate or living ) 
how is modelling for games different from modelling for films or any other medium - 
The difference between modelling for games any any other medium such as movies is that games have a limit on how many polygons you can work with, this limit is restricted by the power of the game engine and the hardware its being played on, whereas in movies you do not have restrictions like this when creating animations or cg as you would use however many polygons to get the project to look its best. 
Hard surface/ organic modelling 
Hard surface modelling is when you are creating things such as cars, armour, weapons and architectural elements, as a 3D modeller it is common to specialise in hard surface modelling. Organic modelling is where you would focus on things like props, environments, characters, creatures and animals.
Environment modelling Environment modelling is when you create the surrounding area around a characters, in other terms it could be considered that you are creating a realistic habitat for your characters. 
Different modelling software
There are hundreds examples of different modelling software, but here is a few i chose: Autodesk Maya, Autodesk mudbox, Sketchup, Solid edge and Paint 3D
Modelling terminology 
Aggregate object - An object made up of a number of other objects, a normal aggregate object will be made up of primitives, a more complex aggregate object will be made up of primitives, other aggregate objects or both. 
Addictive opacity - Type of opacity that adds the background colour to the materials colour of the transparent object.
Alpha matte image - Alpha matte image generally refers to an image where the brightness of each pixel is used to cut or partially dissolve out another image, these are generally grayscale or blackand white images.
Ambient map - Allows manipulation of the ambient component of an objects reflection- illumination model. usually the ambient component is given a value near that of a diffuse component.
Ambient light - All directional light illuminating every object uniformly from all sides. 
Animatics - Preliminary animated versions of a final video or film presentation.

What is ambient occlusion ? 
Ambient occlusion is a method of how to deter how bright light should be shining on a surface, based on the light and the environment, it can be used to add realism 


What are booleans ? 
Booleans let you model with polygonal objects, three boolean operations let you combine objects to make shapes that would otherwise be difficult to model using other  techniques.You can add, subtract or intersect objects to create a new, complex shape.  



What is bridging ?
Bridging is useful when you need to connect two sets of edges together with a piece of mesh, the resulting bridged faces are merged into the original mesh.
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What is bevelling ?
bevelling is the process of expanding a selected edge into a new face, rounding the edges of a polygon mesh.



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What is extruding ?
Extruding is the process of expanding a face or an edge outWhen Keep Faces Together is on, the faces expand so their edges stay connected. When Keep Faces Together is off, maya creates new polygons along the edges of the faces as they extrude, also when Keep Faces Together is off, each face becomes a separate mesh.
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What is high/low poly modelling ?
Low poly is a polygon mesh that has a relitively small number of polygons. low poly meshes occur in real-time applications ( games ) high poly meshes are generally used in animated movies or special effects. 


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What are faces, edges and vertices ?
Faces are general the flat side of a shape which then links to the edges/ vertices, the edge of a shape is the end of the face which is usually represented by a flat or curved line, lastly a vertices is the corner of the shape or polygon.  





What are polygons ? 
An individual polygon is commonly called a face and is defined as the area bounded by three or more vertices and their associated edges. when many faces are connected together they create a network of faces called a polygon mesh.


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This worksheet below is my research into the maya user interface, it was took from a video tutorial provided for me. 


Setting up maya grid for unreal engine 
1 X unreal unit = 1cm
1 X grid unit =1cm 

Movement tools and editing tools Camera movement- 
Alt- left click = tumble
Alt-right click=pan( move camera)
Alt-middle click = pan sideways 
Scroll(middle click= zoom with camera ( does not move camera, just zooms)

Shortcuts- 
move tool = W 
rotate = E 
Scale = R
quitting movement tools= Q
4 screen view = space 
centring an object = F
on screen menu = Hold space 
Basic object menus = Right click 
Object editing menu = Shift right click 
Select edges/ vertices/ faces = Ctrl right click 



Creating a coke can 
In today's session i attempted to make a coke can with the help from video tutorials provided to me, i used many different tools during the process of this such as :
Extrude tool: as shown previously on this page the extrude tool extends or retracts a part of the object on screen. To use the extrude tool select the faces or edges, shift right click and select extrude face, then move the extrude interface to the wanted angle. 
Multi cut tool : i used this tool to add in more defined edges to the curves of my coke can, this made the edges stand out more. 
i also used the revolve tool to transfer my 2d image into a 3d shape.
Creating a file  
when creating a file make sure to save it within the may project folder ( note: you cannot use spaces when saving within maya so as an alternative use underscores ) 
incremental saving  
when creating an incremental save, make sure its saved within the scenes area of the maya project folder and make sure it is saved as : can.0001 and a maya binary file.
Importing and image 
when trying to import an image you would go to = view - image plane - then import image.
connect tool - it adds an edge between two edges exactly in the middle
mirror tool - mirrors any action taking place.
vertex's - the points that connect multiple edges together 

Reference images 




6/11/17
today i have started premodelling my chosen building in which i am very confident in modelling due to how well my first attempt has turned out.
After making the base of the building i would add in the more key prominent features, below in screenshots is the process of how i made my chosen building.


  The first key features i added into the build was the windows and the hollow point within the wall where the door would fit, many of the windows where the same, so it was just the case of extruding duplicated windows.






Next i would add in the smaller features, such as the lanterns around the house, the aerials place at different points, smaller pipes which connect around the side of the house, and electrical boxes at the side of the house along with smaller details such as the plaque at the front of the house and the smaller vents  






To finish my building i would then add in hanging plant pots on the side and front of the house, finishing the build by adding in the guttering and any extra pipes, overall i am very happy with my final result of my chosen building, using maya for the first time was challenging but after using the programme after a short period of time i began to feel comfortable and model in the correct way.






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