Monday, 10 December 2012

SWOT Analysis

This post is going to be regarding my own SWOT analysis within this module.

Strengths

  • I put as much effort in as I could to try and create an animation that I thought was good as well as the group.
  • I enjoyed this module and thought I did really well.
  • I have patience which you need for this module as it can be quite nerve raking at times.

Weaknesses
  •   I was not very confident with 3D's Max even though I had used it before.
  •   I do get worried about the final outcome.
  •   I do not feel comfortable about learning something new that seems complex however once I had learn new techniques I was glad that I had spent the time to learn about them.

Opportunities
  • I have taken a lot from this module that I hope to use later in life, as I hope to try and get a job out this tyoe of work.
Threats
  • I did not think I was going to have an animation that was worthy and something that the group was not going to be proud of.
  • I was worried about finishing this module at all because hand in dates always seem to come round so fast.

Everything Comes To An End

This is going to be my last post on this blog, apart from the short SWOT analysis I am going to post after to conclude this module. 

I have really enjoyed this module and am really pleased with the input I have had into this module however all things must come to and end and it is time for hand in day. I have been able to brush up on my 3D's Max skills and have learnt many new techniques that I was not able to learn about last year and was able to learn about this time and even incorperate into the animation. This time last year I would have never thought I would have been able to create realistic smoke or make a still flag image blow like it would in the wind.

Overall I have really enjoyed this module and have taken a lot from this module, this module has even made me look forward to next years 3D character animation which if it is anything like this module then I am sure that I will enjoy that one all the same.

Friday, 7 December 2012

There Can Always Be Improvements

This post is going to be commenting on any improvements that I feel should have been added if I had another chance to complete this module or what I would have done differently if possible.

Firstly I think that I had made a decent attempt at trying to create models and try and replicate Pearl Harbour in my own way as well as working with my group and what their ideas were.

Within the group I was tasked with creating the ships that we needed for our scenes and I was also tasked with creating the scenes that involved my ships, as we all thought this made sense as we would not need to keep swapping files over if we were animating other peoples models.

Anyway back to the ships I am really pleased with how the ships have turned out, and to be honest I don't think there would be much that I would change if I was starting again, I could maybe use a 2D plane and extrude a shape ship from the plane, which would properly give more detail, however I prefer making models from scratch as you can then say they are your own design.

Next is the smoke particle system, this was the biggest task of the whole module, because I wanted to achieve a smoke that was realistic, and the audience could turn round and say that really looks like smoke. I think I have achieved this however I do think that it does need more detail, however if I was to add more detail it would mean that there would be more render time added and could have taken a lot longer to render my scenes if I had made the smoke more detailed. However that is not an excuse for me to not add more detail I would have liked to add more detail, just unfortunately due to time constraints and helping other members with their models and animation I could not add the detail that I wanted.

Next to comment on is the water that I created for my models and the animation scenes. This another new method to me as I had never tried to make water in my previous 3D modelling module but I am glad I had a chance to create it this time, because I think I had done a good job. It wasn't straight forward but once I had set-up what I needed to with regards to the water all that was left was to change the properties of the water to make it more realistic. To be honest I don't think I would change anything with the water, the only thing I might change is the ripples in the water, as I tried adding a bump map to the texture I was using but even though I was only changing the property by one, it made a huge difference either side. So I tried working around this bump map and eventually found a way of creating ripples but not to the extreme that the map was creating them.

Another part of the animation that I would like to have changed was the explosion that I created to happen under the ship, which would make the ship sink. I would have liked to create an explosion that made the water erupt and maybe part of the ship falling of and exploding too, however I attempt these and did not work, as when I tried to make part of the ship explode it made the whole ship explode and glad that I saved another version for me to work on because I had blew the module up and it was no good, but was very fun to do. But if I had another chance this would be the first thing I would have to change in the animation as I think this somewhat lets it down.

Finally I think the other models (American/Japanese flag, wind element, daylight system etc) I have created and the animation I have put together do not need any improvements, as I think I have made some great models and a great animation to share with the audience and hopefully the group will be pleased with also.

Wednesday, 5 December 2012

Final New Technique Post

This post will be commenting on the new technique I set out to learn throughout this module which was particle systems, and this will be the last post on this subject.

Firstly I am very pleased with how I have learnt this new technique and am glad that I decided to learn about the particle systems, as I had never used them before, but they do make such a difference within an animation, they are a very small part of an animation however they make all the difference to make your animation that bit more professional.

The first particle system that I had to learn about was the 'SuperSpray' which is the main particle system used in any animation, I used this particle system to create the smoke for the ships, which was difficult to start with but was easier once I got the hand of it.




This screenshot shows the smoke that I have created using the 'SuperSpray' particle system.

The next particle system to create was the cannons firing, which was the same particle system technique (SuperSpray) however it was using the preset 'fireworks', instead of 'hose' which I used to create the smoke for the ships. This particle system was easy to create as I had already created the other particle system, it was just a case of changing some of the properties so that the cannon firing looked realistic which eventually it did and I was very pleased with how it turned out.



This screenshot shows the particle system I created to make smoke around the cannons when they fire.

Finally there was another element that I learnt about in this module which was the wind, which I had also never used before however it is not part of the particle systems. On the other hand with this new wind technique I was learning how to make a flag blow in the wind, and I also used the wind to make the smoke that I had created with the particle systems blow across the sea and out of proportion, as smoke never flies in a perfect line or at the same height. Below is a screenshot of the wind being used to move the smoke and the flag.






This is a screenshot of the wind moving the flag and blowing the smoke. They are the pink boxes.


Overall I am really pleased that I have learnt this new technique, as I believe that this new technique will come in very handy in other modules and, if possible use this technique later in a work environment, as I think I would like to work with 3D modelling.  

Time To Get That Camera Rolling

This post is going to be commenting on how I rendered my scenes ready for the group to bring together.

Once I had finished animating my scenes they were finally ready to render which was the scarey part of the module because so many things can go wrong with rendering.

There was one idea that I had to render my scene's which was to make them straight into animation clips (avi files) so that they were all ready to roll and could be viewed instantly, however I was worried about this as from previous experience using this method can be quite costly because if anything goes wrong you have to start the rendering again right from the beginning.

So I went about trying a new idea, which was recommended by the lecturer which was to save the render's as 'Targa' images, if you use this method the render saves the animation as single frame images, which you can then put these into Adobe Premier for example and create your completed animation, furthemore if you use this method, and in the worst case scenario that the render crashes, you don't need to start the render from the beginning you just need to render from where the render crashed. This saves a lot of time and hassle, however while I was using this method I came across no problems so I could have used the avi file format and would have been better, however I am glad I have used this new method for rendering as I now know which method to use if avi should ever fail again.

Finishing The Other Scenes

For this post I am going to comment on the other scenes that I have now finished for the group animation. 

The next scene to complete was the cannons scene, this was very difficult as I have to make several weapons fire on the ship, so I had to use a few particle systems to make this work and change the properties of each particle system so that they didn't overlap at the wrong times. After much messing about I have finally finished the second scene for the animation and am very pleased with how it has turned out and hope the group like it too. It was basically a 'SuperSpray' particle system with the fireworks preset loaded, so that the smoke sprayed outwards. From there once I had made one I needed to make more but I decided to not make them all from scratch and just drag across copies, this did end up saving me a lot of time. I also needed to add metal balls for the weapons to use as ammunition, which if you look closely below you should see a small metal ball.


This screenshot shows the start of the cannons firing animation and I am very pleased with how it has turned out.


The last scene to work on was the ship sinking scene, as already predicted it was quite simple I just needed to change the position of the ship at different times so that it apperead to be sinking. furthermore I also added in an explosion so there was a reason for the ship sinking, and thought that this was very good, however there is a part of me that thinks that the explosion could have been better but am pleased with how it has turned out non the less. 




This screenshot shows the ship that I have created but it is sunk!!
I am pleased with how this has turned out.

Thats it, all my scenes are ready for rendering now which I am pleased about and I am also pleased with how the scenes have turned out sometimes they were very fiddly, however it was worth it.   

Animation So Far

This post is going to be a short post and is going to comment on how far I am doing in the animation.

It is finally here, all those rendering times and creating the final animation for the group. At this moment in time I have merged in the files that I have needed, which is the ship, the flag, the particles, the water and the daylight system.

This was very simple to do and no problems with the materials, which was my biggest worry and sometimes the materials don't always want merge with another file, however all went well and there were no problems.

Furthermore I have been tasked with creating three scenes, first one with three Japanese ships travelling together, another with the American ship firing back at the enemies, and lastly an American ship sinking.

So far I have created the first scene animation with the Japanese ships travelling together, which worked quite well and didn't really have any problems. All I really needed to do for this scene was to move the ships from one spot to another, this wasn't difficult however was time consuming, because of the materials I have in the animation made the computer's performance slow down while in 3D's Max, so when I dragged the ships over to a new spot I had lost them because the computer was trying to catch up with what I was doing.


This is the render of the Travelling Scene I have been tasked with which I am quite proud of and think that the whole animation is going very well.
I have also started creating the cannons scene and this is going very well, however it is getting complicated as I am using a few particle systems to create the cannons firing smoke, but this scene shouldn't be too difficult as it will just be a close up of the cannon's firing at the enemy.
Then finally is the Ship sinking scene which I don't think will be to hard or take me to long, just need to change the position of the ship to make it look like it is sinking. I have also decided to add dramatic effect to the sinking of the ship by making the flag blow in the wind and a close up of the American flag for added dramatic effect.
Lets get on with it... 

Let There Be Light

For this post I will be commenting on another new technique I have learnt about which is the daylight system within 3D's Max.

Before I started animating my scene's, there was something missing that was very important, which was scenary. My models just had a black background and didn't look very professional so this needed changing. Firstly I went about trying to change the environment, but I could't change the properties to what I wanted so I tried looking at the daylight system, which I had never used before but I wanted to try and expand my knowledge and try using the system.

There are many properties to change on the daylight system, for example you can set the exact time and date that you want for the setting, as 3D's Max has a large database with where the sun was on that day at that time which I found very clever. 




This shows some of the settings that you can change for the daylight system.

There are many other properties that you can change but in order for the daylight system to work in the render you need to choose mental ray renderer, this is so the software knows that it has to render the daylight system, and you start rendering and realise that the daylight system isnt working.



This is where you need to change the settings for the daylight system, within the render settings near the bottom.

Once you are happy with your settings and have chosen the right options the daylight system should hopefuly make a big difference to your work, even though it is only a small part within the model.


    
This shows the ship within the daylight system, it seems dark but this is because I have set the daylight system to early in the morning when the sun is at its lowest. 

Tuesday, 27 November 2012

Final Model Of Ship

This post is going to be commenting on my ship model as my model is finally finished and ready to start animating on. I am really pleased with how my model has turned out and think I have done a really good job in trying to replica a US Ship from Pearl Harbour in 1964.

It has been a brilliant journey I think, sometimes frustrating, however overall rewarding as I never thought I would have been able to create a model that I am really proud of and happy to show to my other fellow students when it comes to presentation day.

Firstly I needed to look at other ships back in 1964 and what they looked like back in that day. I had to look at the images in detail such as, what shape was the body, where were the weapons placed, was there a navigation room, was their any railings on the ship etc.

So I started with a simple box and started by moving the vertices in order to create the curve on the box for the ships body. Next was to create more polygons on the box by using the 'ring' and 'connect' tool as I needed more polygons so that I wouldn't have to keep creating separate objects and keep totalling up the render times.

There on I used the 'extrude' and 'bevel' tools to create more objects, such as the weapons, engine, navigation room, tower etc. However creating them from the one box object, which I found a lot easier as I didn't have to line up separate objects each time which would have cost me more time. So I created the objects that I needed, then for example the weapons I wanted to have a slight curve to the box so I had to change the vertices on these objects to and other objects that I felt needed changing.

Once I had created all my objects the next part of the model was to use the UVW Unwrap modifier so that I could add textures how I wanted. This is because if I wanted to add a material to the ship, the texture would have applied to near enough the whole of the ship as it is made from mostly one object. The Unwrap I found quite difficult as I had never use this method before, but once I got my head around the idea I was able to unwrap the model and add the textures where I wanted them.



This is a screenshot of the model before the I had finished the Unwrap of the model, as you can see it was quite confusing.




This screenshot shows the UVW Unwrap, this is a finished unwrap with all the sides of the model put in the right place.




This screenshot shows the materials that I have used for my model.

After I had added my textures I thought there was still something missing, so I decided to create some water, which is explained in another post and I am really proud of how the water has turned out, it was a basic plane with the modifier noise added to it to give the water its ripple effect. I did add other effects such as reflection in the water and added a bump map to the texture of the water, and couldn't have made a better water I don't think. This was also all new to me and had never created water before. I did try using the reactor but found that I didn't have as much control as I wanted so I decided to take a different approach. I also try to add a sort of sunset theme to the water and added some omni lights which I think have created a nice scene for my model.



This screenshot shows my final render of the water that I have created, if you look closely I have added a slight reflection and a faint shadow to the water using the lights I have used.

Lastly I will comment on the flag I created this is also in another post but will briefly mention here. Once I had completed my water I still felt that something was missing and realised that I did not have a flag on my ship, so I went about creating one. I had never done this before and again was something new to learn so I needed some help in going about creating a flag (YouTube Tutorial). Upon creating the flag for the ship I am really proud of how it has turned out and has completed my model and am really pleased with how the whole entire model has turned out. 



This is the final screenshot of the completed model, you should be able to see more closely the reflection, the shadow across the water and the flag blowing in the wind.



This is a very short video of what the final model looks like with everything applied, the video is short because it took a while to even render 1 second.

Finally to conclude this model, I am really proud of what I have achieved with this model and what I have got out of the module so far, I hope this model amazes other people as much as it has amazed me how realistic it has become and what I have achieved. 

Watch The Flag

This post is going to be commenting on a new technique I have learnt, which is to make a flag blow in the wind and use the wind element in the space wraps section to give the flag a more realistic feel.

Firstly I had to create the basics of the flag which involved creating a plane and a cylinder. These were the only two objects that I needed for this model. Next I needed to add a modifier called cloth to the plane, once I had done this I needed to  group one side of the vertices to the cylinder. Which was done by clicking 'make group', then clicking on node and clicking the cylinder, this would make the plane stayed attached to the cylinder (and not blow off the screen).

Next job was to add a material to the plane, which was a simple American flag as I was creating an American flag for my ship. Then I decided to create a colour for my flag pole which was a simple black colour with some gloss added.

Next I needed to change the object properties which was done by going to the plane's cloth modifier and clicking 'object properties', then clicking on plane, selecting cloth and choosing silk from the drop-down menu under cloth properties.



This screenshot shows the option that need to be selected in order to create a realistic looking flag.

Next part is to create the wind so that the flag can blow about as if it was outside. This was done by choosing the space warps section in 3Ds Max and placed on the side that I want the flag to blow from. Then I changed the properties of the wind (strength, turbulence etc). Then I needed to choose the plane again and click cloth forces, then add the wind to the forces in simulation. Once I had completed all these steps it was the moment of truth and I needed to simulate the flag blowing, which basically created my short animation for me.



This is the flag that I have created in action.


Finally to add this was something completely new to me and felt this was part of my new learning technique, its something that I needed to create for my model, however I wanted to try something new and see if I could create something that I never thought I would be able to do, and found creating a flag quite easy.

References

CyberAsero, 2009. 3D Max Phlippine Flag Tutorial. [video online] Available at:<http://www.youtube.com/watch?v=Q3eeTgAPoNQ> [Accessed 14 November 2012].

[image online] Available at:<http://www.jfilmfestival.org/partners.html> [Accessed 21 November 2012].

Reference's For Ships

This post is going to comment on the ships that I have used for reference for my model that I have created for the group project.

California's Ships USS California (BB-44). [image online] Available at: <http://www.militarymuseum.org/usscalif.html> [Accessed 25 September 2012].

Chapman, K., Levy D, 2012. Kiwi ships kept out of Pearl Harbour. [image online] Available at: <http://www.stuff.co.nz/dominion-post/news/politics/7208058/Kiwi-ships-kept-out-of-Pearl-Harbour> [Accessed 30 September 2012].

Smith, G, n.d. Royal, Dominion & Allied Navies in World War 2. [image online] Available at: <http://www.naval-history.net/WW2RN12-194112.htm> [Accessed 20 September 2012].

Takanami Class Destroyers, Japan. [image online] Available at: <http://www.naval-technology.com/projects/takanami-class-destroyers/takanami-class-destroyers3.html> [Accessed 2 October].

Warships IFR, n.d. Historic Warships Commentary. [image online] Available at: <http://www.warshipsifr.com/LegacySite/historicWarshipsComment.html> [Accessed 19 September 2012].

Watson, K, 2007. Ships and Harbours Photos. [image online] Available at: <http://www.shipsandharbours.com/picture/number955.asp> [Accessed 27 September 2012].

2010. Naval Ship "USS Pearl Harbour" arrives at the port of Trincomalee on a goodwill visit. [image online] Available at: <http://www.defence.lk/new.asp?fname=20100714_02> {Accessed 20 September 2012].

2010. US Navy Ship in Sri Lanka. [image online] Available at: <http://www.elakiri.com/forum/showthread.php?t=724704> [Accessed 30 September 2012].

Thursday, 22 November 2012

Reference's For Textures

This post is showing the references for the images I have used for my textures for my models and animation.

AaronDesign, n.d. Scratched Steel Texture. [image online] Available at: <http://aarondesign.deviantart.com/art/Scratched-Steel-Texture-137545405> [Accessed 05 November 2012].

Adam, 2012. Texture 291. [image online] Available at:<http://flyerheroes.com/25-high-quality-free-textures/> [Accessed 05 November 2012].

ArnolDex, 2012. Sherman Skin Request. [image online] Available at:<http://forum.worldoftanks.com/index.php?/topic/116543-m4a3e8-sherman-skin-request/> [Accessed 05 November 2012].

David Ella Ella, 2010. Create Batman Logo In Photoshop. [image online] Available at:<http://designreviver.com/tutorials/create-batman-logo-in-photoshop/> [Accessed 05 November 2012].

God Bless America. [image online] Available at:<http://www.ra2.biz/yellowribbon/banner.html> [Accessed 21 November 2012].

Marcel, 2010. Making Metal. [image online] Available at:<http://www.twcenter.net/forums/showthread.php?t=319680> [Accessed 05 November 2012].

Rick Wyatt, 2012. United States of America. [image online] Avaliable at:<http://flagspot.net/flags/us.html> [Accessed 21 November 2012].

Rusty Brown Metal Surface. [image online] Available at:<https://www.123rf.com/photo_2775176_rusty-brown-metal-surface.html> [Accessed 05 November 2012].

Spectrum Glass Company, n.d. [image online] Available at:<http://www.spectrumglass.com/stained-glass/products/product-detail.asp?i=251> [Accessed 05 November 2012].

2010. Grunge Metal. [image online] Available at:<http://www.rgbstock.com/photo/mLMBm9i/Grunge+Metal> [Accessed 05 November 2012].

[image online] Available at:<http://www.jfilmfestival.org/partners.html> [Accessed 21 November 2012].

Watch The Water

This post is commenting on how I created my own water and how I am using it in the group project.

Firstly this is something completely new to me and had to do research in order to find out how to create the water and this is part of my new learning technique and now that I have finished my water I can say I am very pleased with how it has turned out.

Right onto the water, now one way you can make water is using a reactor but I found that using this method gave me limited control of what I could change within the water, so I decided to use a plane instead and apply noise to the plane, this would give it its ripple affect and movement in order to do this I changed the scale and the z value to what I wanted to make the water realistic. Once this is done you need to animate the noise so you can see what you are changing which is done by checking a small box underneath the strength of the noise.

From here you can make your own changes to your water, but I decided to add a material next which would give the water more detail and its colour for the animation. Now this is totally down to each individual person and what they want their water to look like, but I went for changes such as, I choose a material and attached the 'Raytrace' map to it, then attached another map called bump, this would give the water more ripple. From there I choose a colour for my water and after fiddling round with the material more I think I have achieved realistic water that I can use in the group project.


This is the water that I have created for the ship I have modelled, I have also inserted some lights to give a sort of sunset feel to the image. 

Box's Are Falling

This post will be about using the reactor tool within 3Ds Max and to start with making a simple box fall to the floor, without animating it using set key or auto key animation techniques.

I have never used this technique before and this is all new to me, but it has shown me you can animate models easier without having to do it all manually and that makes it more time consuming, however using the reactor with the software it does it all for you, (in a matter of speaking).

As mentioned this post is going showing a simple box falling to the floor, however in the next post I will attempt to create another animation with a demonstration of bowling.

Anyway on with this small animation, first you need to create a floor, which I have used a box but a slim one. Then created another box that will be raised and dropped from a height. Once these are in place you need to introduce the reactor, which is done by selecting animation, reactor, create object, then 'Rigid Body Collection'.


This is how to access the rigid body collection.

Then you need to click on the rigid body collection and click the modifier tab and then add the box and the floor to the collection by using pick or add. Once this is done we have to create the animation which is done by clicking the utilities tab near the modifier tab and choosing reactor. The expand the tab that says preview and animation, then click preview in window this will show you the animation in a preview window and show you what it looks like before you want your final version. You can also edit other properties in the utilities tab such as mass of the box making it fall faster.


This is just showing where to look in order to change other properties of models in the reactor.

Once you have followed these steps you should hopefully have a box that falls onto a floor.






New Technique

This post is simply going to be commenting on the new technique that I have decided to do throughout this module.

From previous blog posts I have managed to create some smoke and some fire, however I have decided I want to try and create other elements within 3Ds Max. For example creating water for my ship, and try incorporate the wind element if I can.

At first these seem like difficult ideas however I think with a bit of practice and research I think I can create something realistic with those different elements.

The smoke that I have created is going to be used for the engine of the ship, the fire is going to be used when the ships/planes get attacked. The water will be used for the ships and the wind element will be incorporated also but not sure if what way.

So watch this space....

Wednesday, 7 November 2012

UVW Unwrap On Model

 This post is going to be commenting on the 'Unwrap UVW' tool that I am using to add textures to my model. I could just add textures onto the model, however the body makes up most of the ship and adding the texture to the body would make the ship look near enough all the same which is not what I want.

So firstly we need to add the 'Unwrap UVW' tool to the model which is under the modifier tab. From there you need to select faces, this is so that when you select the shapes in the UVW editor you select the faces of the model which is more precis rather than select multiple sections of the ship.

Once you have completed these steps we need to edit the model, which is done by clicking edit under the parameters of the UVW editor. Then a new window will open, which to start with some of the settings need to be changed otherwise it looks very confusing. First of all you need to select 'flatten mapping' from the 'mapping tab', this will show all the parts of the model so that you know exactly what part of the model you are adjusting. Also depending on personal preference you can take the chequered background off by clicking the small 3D cube along the top of the window.


This is an image of my model once I had changed the settings to the ones mentioned above.

When you have gotten this fair some of the objects of the model might need to be welded together, you can tell which parts need welding because when you click on a face of an object the line that the object is meant to be joined by changes blue, which is a big give away. To do this you need to select the object and place it next to the object that are being welded together and choose tools, then weld selected, this joins the two object together and will allow you to have more room within the square at the end.




This image shows how selecting one of the faces of the model, and how the line that the object is meant to be connected to turns blue.

In order to save some valuable time if you have two objects that are the same, for example the sides of the ship should be indentical, and instead of adding two seperate textures and saving valuable space you can copy and paste the two objects onto of each other. This will turn the object into one object but the objects are on top of each other, so that when you add the texture it is identical and you don't have to worry about matching the textures up prefectly.

Once you are happy with your modifications to the model then you need to place all the objects that will need textures adding into the small square. If they don't all fit all you need to do is scale down the objects, but don't worry this wont affect the texture but it does help to have the objects near enough the same size.



This is my finalised model within the square ready to add textures too. If you don't need some of your faces of your model textured then you can leave them outside the box, for example the bottom of the ship which no one is going to see during the animation.

Once you have finished adding the finishing touches and have fitted your model within the square you need to save it as an image ready to import into Adobe Photoshop. When you first import the image into Photoshop it will be a blank canvous.



This is the blank canvous that you will first see when you import your UVW Map into Photoshop, however all you need to do to fix this is add a new layer and fill it black.

 
Once you have done this you need to add another new layer on which you will be adding the textures too, which once you have done this you need to save this as another image, but jpeg would be preferred as it is a better format and better quality. After you have done this you can then find the file within the material editor and add the new textures to your model.

    Let's Try Again

    This post will be commenting on what I have changed with my model and will be referring back to the previous post. I will also be showing the changes via screenshots.

    Firstly I am going to be showing the changes to the navigation room. I believe that this was the most important part of the ship to change, because I was not happy with my first attempt and needed to change it quickly to something that I was more happier with. So I decided to completely scrap the first attempt and try again, I didn't end up changing it too much but I did make some small adjustments which I think are noticeable and are much better than the original.



    This is the redesigned navigation room, I decided to change the shape by making it smaller and not hang over the guns, I did want to make it more round but couldn't find an easy way of doing it and I was running out of time, focusing on one thing and not anything else.

    Next I needed to add an engine room, as this was also quite an important part of the ship that was originally  included and needed to be as it is a fundamental part of the ship. In order to incorporate this into the model, I needed more room which meant I had to remove one of the weapons on the ship, which was simple enough, once I had removed the weapon I needed to model in the engine which was quite straight forward. I beveled out some of the polygons and put in some basic tube shapes.



    This is the engine that I incorporated into my model. I am pleased with how it turned out, and also it will give me a chance to test out my new technique I am learning, and see if I can achieve realistic smoke.

    My last adjustment to the model was to add a satellite tower, which tend to be on every ship that I looked at to get inspiration from for my model, so it had to be included. I don't think the design is very technical however I am pleased with how it has turned out especially for my first attempt. It was just a simple extrude on the polygons and then added a sphere and squashed it to make a satellite type shape.


    And the end result is this, as I said it is not too technical however I think it fits nicely in with the model and is a key part of the ship that needed to be added.

    Overall I think with the changes that I have made, they were needed to be put in the model, and am very pleased with how they have turned out even if they have not got much detail to them. However I am hoping that when I come to add the materials it will give the model the detail that it needs.

    Back To The Drawing Board

    This post will be commenting on the idea that I had originally for the ship that I am modelling and what has gone wrong and what needs to be rethought and redone.

    While I was creating my ship I had different ideas on what I wanted to achieve when modelling it and was referring back to original images of ships back in those days and what to add as much detail as I could within the time-frame that I had. 

    There was obviously compulsory elements that I needed to include such as:


    • Weapons
    • Navigation Room
    • Engine
    • Satellite Tower
    These I feel needed to be included within the model, anything extra would be extra detail which I would also aim to include however there was a time-frame that needed to be stuck to and if I could fit the extra's in it was great, however if I couldn't I would at least try and fit some in.

    Anyway back to the idea, when I had first started to create the ship, I started with the main body which I thought was perfect, then started to add the weapons onto the ship, however I might have got a little carried away with the weapons, as when I started to add the navigation room I realised I was running out of room on the body fast!

    I needed to rethink about the model and also I was not happy with the first attempt at the navigation room, I felt it was not right and needed to be different (in shape, height etc). So I thought about what I needed to change so I scrapped the first idea and built it again, not changing much but changing enough that it eventually became perfect and I was happy with what I had created.


    This was my first attempt at creating the navigation room, I think you will agree it is awful and nothing like the original ships from Pearl Harbour.

    I will be creating another post after this one to show what I have changed and I think you will agree it looks so much better.

    Storyboard

    This post is going to be commenting on my storyboard. Even though we have created a storyboard as a group, we decided that we would each create our own storyboard's from what we had to do in the group.

    I will be commenting on each of the scene's and will be place a screenshot of the storyboard at the bottom of the blog.

    Firstly scene one is were the ships will be moving across the water and into their positions around Pearl Harbour, where they were on the day of the attack.

    The second scene is going to have the ships taking damage from the Japanese fleet and being badly damaged for some of them, and there will be a few ships sunk within this scene too. This is where I will be able to try out my new technique by trying to achieve explosions, smoke and fire.

    Next scene three will be showing the ships fighting back and using their fire power to take down the planes and try and stop them from destroying anymore ships, this could involve some of the planes flying into the ships and causing more damage. Again this will be where I can use my new technique and show off what I have learnt.

    The fourth scene will expand on from scene three and show more planes being shot down by the ships and the planes flying into buildings around Pearl Harbour, which again caused more damage than what it was meant to.

    Scene five will be showing the Japanese fleet fighting back once again and using torpedo's to destroy more of the ships, this is where I will also be testing out my new technique with explosions, fire and smoke. 

    The last scene, scene six will be off more ships sinking and one of the ships raising an american flag while it is sinking.

    Even though this is a short storyboard it is just of the scene's that I am contributing too each person in our team has been giving a section of the group storyboard to take part in, hence why each of them is not going to be as long as the group storyboard.



    This is the storyboard that I have created for my part in the animation of this group project.

    Thursday, 25 October 2012

    So Far So Good...

    This post is commenting on what I have done so far with the model I am creating in my group, which is the battleships.

    I am going to comment on what tools I have used, how I have created some of the objects and what is left to do at this point.

    Firstly I am going to talk about how it started. I first needed a base for the ship, so I created a long box and then needed to create several polygons which will be discussed later, However I needed some vertices too, this was so I could edit each end of the box to give the ship its points, so its easier to move through the water.

    In order to do this I used the 'ring' and 'connect' tools, this made it very easy to create extra polygons and vertices I needed. Once I had done this I moved the vertices for the ships points.


    This image shows that I have created the points on the ship, there is one either end of the ship.

    After that I needed to create gunss, but first I needed to create bases for the guns (which is were the extra polygons come from). So I selected two polygons and extruded them using the settings option. Then I did this again but the same side. Once I had done this I wanted these bases to have a curve to them, so that they were not so box shaped so I had to move the vertices again.

    Then after I had to create the guns for the ship, which was a basic tube shape and copied a few times, so that it saved some time and made sure they were all the same size.


    This image shows the guns that I have created for the ship, which I think are very effective.

    Lastly I am going to talk about what I have left to do for this model, which are:

    • Add materials to make the model look realistic.
    • Add a navigation tower/ engine and railings round the edge.
    So there is not much left to do and once I have finished these I can start animating. 

    Let There Be Fire!

    This post is going to follow on from the smoke post and learn how to create fire using particle systems.

    This post is not going to go into as much detail as the last because it is following on from the same steps as in the smoke post, just changing the settings and adding a different material to resemble fire.



    These images are the starting points for creating fire just the same when you were creating smoke.

    However there are a few settings that should be added for this element. Such as the particles seen in viewport, need to be at 100% so that you can see all the particles. Also the use of particles at 200 so that there is more depth to the fire.


    This image shows the next step until you start adding the materials to the particle, as you can see its facing, and the small squares at the top of the particle are 'fading' out which you can also add to the particle.

    Once you have chosen your settings you need to add the noise map and choose what you think to be fire colours, and again change the options to how you see fir, because every fire is not going to be the same.


    This image shows my attempt at creating fire, like the smoke I don't think this is a bad attempt but do think it needs to be improved.

    This element is going to come in very handy as there were a lot of damage done in Pearl Harbour, and there was a lot of smoke and fire. The trick will be to create realistic fire and smoke in order to create a decent animation.