Friday, 8 May 2009

Pouring The Soup And Filling The Bowl

I used the blobmesh I created earlier in this scene to portray the soup being poured from the jug into the bowl.
I created the blobmesh using as tutorial, see above to see how I created it.
As I had created the particle systems already all I had to do was position it in my scene and change the settings of when I wanted it to start and stop, how long I wanted the flow on for and how far the flow will go. I also added the soup material to it.


I played around with the settings until the timing was correct and fitted in with the other elements in the scene.

I also had to add gravity to the scene so that the soup would fall correctly. I merged this from the blobmesh tutorial I completed.

I then had to come up with an idea of how to make the bowl fill up with soup whilst the soup is being poured, so for this I created a cylinder and used the set key to start it off tiny and at the bottom off the bowl.



I then moved the timeline a few frames across then move the cylinder up and used the scale tool to resize the cylinder so it would fit the bowl then hit the set key again.

Soup In The Jug

I wanted to create something that looked like soup to go in the jug then to be poured into the bowl, this is how i did it.
To create the soup in the jug I created a sphere and added a map to it to make it look like tomato soup, I got this map from - http://www.lps.org/busaff/nutrition/ftp/FoodPics/Tomato_Soup.jpg



I then misshaped the sphere using the scale tool so that it would fit in the jug properly then linked it to the jug using the link tool so it would follow the movement of the jug.
I then used the set key and animated the sphere flattening as the jug is being poured using the scale tool.




I then animated the sphere shrinking as if it was the soup being poured out by using the scale tool, I left the small sphere in the jug to make it look like a few drips of the soup was left in there.







Croutons

I needed to create croutons as these will be added to the soup and used to spell out 'UKTV FOOD' at the end of the scene.

To create the croutons I created a box with lots of segments for height, width and depth, I then converted it to an editable poly,


I then used the move tool and the vertices selection to click and drag points of the box in to make it look indented and misshaped like a real crouton,


Once I was happy with the shape I added ‘turbosmooth’ and ‘meshsmooth’ modifiers to it to make it look smoother



I then wanted to add a material to the crouton to make it look legitimate, so I looked for a image of toast to add as the bump map and diffuse colour, this is the toast map I used - http://endingb.com/images/toast.png, here is a shot of the finished crouton.



At the end of the scene for this ident I want the camera to come above the soup and have a birds eye view above it looking down on the croutons spelling out the word ‘UKTV Food’ so I had to create the shape of the letters using the croutons, to do this I cloned the croutons and moved them into shape.

Creating The Rooms.

I created one room that i was going to use for the 3 of my idents.
To create the room I made 2 large boxes for the walls and a large box for the floor, I then went on to creating the worktop units for the room, to do this I used a box, I then used another box to run along the bottom of the unit which I used the ‘Boolean’ tool to remove it so it looked like indented skirting around the unit, which most kitchen units have.



I then cloned this unit and scaled it to create 2 worktop slabs to go on top of the units.


I took a picture of my own kitchen worktop in my flat and used this as a map for the worktop in the 3 scenes,


I added a UVW Map to the worktops and played around with the length, width and height settings until the worktop looked exactly as the one in my kitchen.


I then created a box for the drawers and cupboards and scaled them to the correct height and width to look realistic within the units, then cloned it to get several cupboards and drawers, finally I moved them into position.
I then created 3 cylinders to be used as handles for the cupboards and drawers and placed them in position, to create these I used the clone and scale tools.
Finally I created a freestanding worktop in the middle of the room for the chef to use.
I then added a material to the units so that they would look like wood, to do this I took a picture of a wooden unit of my own and used this for the map by adding it to the material editor as the diffuse colour map.




I then added a material to the floor, for this I wanted tiles, I had used an image of tiles for flooring in my July calendar scene from last term, so I added it to the material editor as the bump map and raised the amount and also added it as the diffuse colour.



I then used 2 planes on the walls so I could have a few rows of tiles on the walls and the rest wall paper.
Here are the materials I used:

Wall tiles - http://www.tilesales.co.uk/kitchen/images/large/kitchen2.jpg

Wallpaper - http://www.walltowallwallpaper.com/pics%5CPC29052.jpg

I then created a hob in the background to make it look like a real kitchen as it wouldn’t be much of one without a hob, also I was going to need this for another of my scenes.
To create the hob I used a flat rectangle box as the base, small cylinders for the flame and gas to come from and small box’s for the pans to sit on.
I wanted to go for a modern looking hob, so I added stainless steel to it but kept the cylinders black, I also used black cylinders for the settings knobs.

I found a good image of stainless steel that I wanted to used as the map from,

http://img.alibaba.com/photo/50401549/Stainless_Steel_Sheet_with_No_4_Finish.jpg

I added it to the bump map and diffuse colour map in the material editor.



Glass Material For Jug.

Now I wanted to give the jug a glass effect, so I opened the ‘material editor’ and done as follows,



I then added a ‘falloff map’ to the opacity by selecting the small box next to the opacity scale, I then selected ‘Fresnel’ as my ‘Falloff type’



In the ‘material editor’ I added a ‘raytrace’ map in the ‘refraction’ slot and set the refraction level to 80.


Also to make the jug look more realistic and so that the view can see inside of the jug I applied the ‘2 – sided’ option from the ‘Shader Basic Parameters’ heading.



I rendered the scene a few times to make sure I was creating the right effect I wanted and changed the figures until I was happy with the outcome, I will have to adjust the reflection and refraction once the scene is finished and all in place so that it will reflect other objects within the scene and so that the liquid that will go in it can be seen through the glass, here is a shot of the glass jug,
(The background library image if Tokyo is just for show purpose to show the opacity levels and reflection and refraction) I am happy with this because it reflects the inside of the blender where there is a tube which is the rotation mechanism for the blade, and as I can see this reflected hopefully it will work as well with liquid in the jug.




Here is a tutorial that I found useful for creating this glass effect, ‘http://www.3dvalley.com/tutorials/creating-realistic-glass-material-in-3ds-max’

Making The Jug For The Blender Scene 2

Also this week I worked on some more of the soup and crouton scene by completing the blender.
Firstly I added a tube to the top of the blender for the jug to click into and another tube for the rotation mechanism of the blade to attach to.


I then went on to creating the jug for the blender, to do this I selected ‘spline’ from the ‘create’ menu and then used the mouse to click and drag out a suitable shape for the jug, here was the line shape that I started with,



I then used the ‘Lathe’ modifier to create the jug from this spline line,

Here is a screenshot of the finished jug,

I then went on to creating a handle for the jug, to do this I started off with a cylinder then used the scale tool to make it look more of an oval shape like a usual handle and converted it to an ‘editable poly’ and used the ‘vertex’ selection to select the vertices and use the move tool to move them to they are joint to the jug and move the verities middle of the cylinder out to create a bend and curve shape. I then added the ‘MeshSmooth’ modifier to it, to make it look more smooth and natural.

I then went on to creating a handle for the jug, to do this I started off with a cylinder then used the scale tool to make it look more of an oval shape like a usual handle and converted it to an ‘editable poly’ and used the ‘vertex’ selection to select the vertices and use the move tool to move them to they are joint to the jug and move the verities middle of the cylinder out to create a bend and curve shape. I then added the ‘MeshSmooth’ modifier to it, to make it look more smooth and natural.




Here is a shot of the finished blender with the jug.

Monday, 9 March 2009

Week 16

This week I learnt how to create bones and manipulate them, here is how I created a human arm using bones.


I then used dummy objects such as text or spline objects to link to the bones so that when you have to move them around under the skin it’s a lot easier to find and move them within having to find the bones through the limbs.



I used the ‘IK limb solver’ to link the 3 bones together so that they move realistically when animated.
I clicked on each bone and the joint where it would move.



I then created a cylinder on the stage and scaled it to the correct size of the bones and placed it over the bones to conceal them.
I then added the skin modifier to the cylinder and used the skin modifier options to ‘add’ the bones to the skin modifier.




I selected the ‘edit envelopes’ button then used the move tool to alter how much strength and control each bone has on a limb.


I also used a ‘Biped’ to play around with joint movement and to see how it should look for a normal bone structure,
I made the biped walk by moving different bones to see how the joints would work and to make the movements resemble a humans.


I also found this online tutorial a lot of help and very simple, ‘http://www.spoono.com/3ds/tutorials/tutorial.php?id=7’
After I had played around with bones and the Biped I started creating a blender for the 3rd animation where the chef makes a soup and pours it into a bowl then adds croutons.

I stared with creating the base of the blender by using a box, I then added 4 cylinders as the legs to go under the box at each corner,
To get the slope at the front of the box I cloned the main box and angled it to the same degree as I wanted the slope then place the cloned box over the main box and used the Boolean tool to delete the cloned box and to make the original box have a sloped front.


I then created the 2 buttons on the sloped face of the rectangle, the first button I created is a knob which is going to control the speed of the blender, I made this with creating a cylinder to lay parallel with the slope and another cylinder angled at 90 degrees to the first rectangle which will be used to rotate the knob.



I then went on to creating the On/Off flick switch, to do this I created box and cloned it twice and angled the cloned boxes above the original one but tilting in towards the center of the 1st box, I then used the ‘ProBoolean’ tool to removed the cloned boxes and leave the original box with a gentle ‘V’ shape in it, so make it look like a realistic switch.


I then added text to the front slope of the box where the buttons are, I added 3 different sets of text, the first set was the numbers ‘1,2,3’ these will be used for the speed setting above the knob, the second set of text is for the make of the blender I made up a random name ‘Slick Mix 10’ and the third set of text are the words ‘On, Off’ for the on and off switch.

Once I had created the text I right clicked on it and selected ‘convert to editable poly’ then I selected ‘polygon’ then finally selected ‘extrude.’

I then clicked and dragged over the text to highlight the text I want to extrude then I dragged the text out so it was 3 dimensional to the thickness I wanted it, then I placed it onto the front of the rectangle and around the knob in the middle and above and below the switch.

Now all I have to do is create the jug for the blender, the blades and the rotation mechanism to blend up the soup.