Friday, September 30, 2005

My three images.

For a bit of BLOG-and-assessment-criteria-filling, I am going to explain how I built each of my images.

PHILLHIPS Alarm Clock
This model isn’t as simple as it first looks...or maybe it is. DEFINE SIMPLE. It WAS a polygon cube, but I extracted it's
faces, divided them, extracted some more, pushed them in, pulled them out, rotated them and eventually I got the basic shape
for my clock. For the knob, I used the boolean tool to create a hole for it to sit in. The knob itself is a polygon cylinder,
with a smoothed face. The clock numbers I drew with the create polygon tool, and the text was created with the 'create text'
tool. HOW UNIQUE.



To texture the object, I used blinn shaders, turned up the eccentricity, and turned the specular down. This makes it look like
shiny metal. I used a bump-map that I made for the radio's top. That’s about it.

Play-doo

AHA! This was fun to create. It is very hard to make a naive-kind of object that may have been made by an itty-bitty kid, in
a professional 3D program...but I did it.



The play-doo creature was made several ways at first, but the best way was by using polygons. "WHAT?!" I hear you scream.
Well, before interrupting me again, let me explain. I extruded faces and split them and extruded them again to create a
robot-like block of binary. After I was satisfied it looked like a square play-doh creature, I smoothed it beyond your
imagination. Using the push and pull tool, I have it eyes and a mouth, fixed up creases and created the effect as if someone
had pushed their fingers into it to make it. That was him done. Oh yeah, and I added a blinn texture, with reflectivity
turned down.

The containers were made from a revolved CV curve. They are now all nurby. Polygons with a beveled edge wouldn’t hold my
texture. That annoyed the piss out of me, so I found another way to make the container. I added a texture and made it a
PHONG-E shade. It now looks like plastic.

The building blocks and tiles are pretty straight forward. Their edges were beveled.

Chair
My favorite image, and you can probably tell. The room is a big polgygon cube, all stretched and with different textures on
each wall and the floor.



The spotlight shade is a group of lofted nurbs circles. I used light-centric light and object
linking to make the light pass through the shade. The chair took a while. It is also made from lofted nurbs circles. It has a
rust texture I made in Photoshop, and two comfy leathery seat paddy things. Sorry about my explanations. They were made from
polygons I drew, then smoothed.


Anyway, there are my 3 pictures. If any more work is done on them, I will post it here!

Cheers.

Play-doo

YAY...He (or she) is finally complete, with added colourful BUILDING blocks and all.

Tuesday, September 27, 2005

Chair done, radio done..play-doo to go

I have done a lot of work on my clock-radio. That much infact, that I have rpetty much finished it. See for yourself:
alarmclock4big

I had to tweak the shadows, reflections and bumpmaps a fair bit to make it look like it does. It is really hard working with a photo for the background. Here's the grey version to show you what I did (or what I didn't do).
alarmclockgreybig

K, play-doo is comin along ok. Having troubles mapping a texture on an object with a bevelled edge...GAH.... HELP ME.


And a big chair. DONE. AGAIN. WOO.
chairroom_metalchair5

Saturday, September 24, 2005

Ladies and gentlemen, I bring you...

A FINISHED IMAGE.

Friday, September 23, 2005

Workin on yee olde charre (The chair)

I have decided that ray-trace shaddows wouldnt really do me any good on this scene... Here are the stages of adding the cushioning, using less fog and adding depth of field. Any suggestions welcome. THANKS!











Wednesday, September 21, 2005

Metal chair

I have upgraded form a polygon-extruded-ikea chair to a much more suitable metal stingy rusty kind of chair. I havent yet added any kind of arse or back support, as I have just been doing the basic pipe mesh thing. I have improved on light fog from a spotlight and the lamp's hat-thingo. Check it.

Saturday, September 17, 2005

Play-doh

My play-doh model is coming along nicely... I used a polygon cube, then extruded everything and smoothed the entire thing without losing too much detail. The one part I am really going to struggle with is making the actual texture look like playdoh.

Anyhoo, here are the steps (kind of in order).






Wednesday, September 14, 2005

Colour management + chair

Damn colour management. Both of my computers are set to have the proper colour settings, but when I transfer the images across...it goes BLACK... Anyhoo, I rendered my chair-room thing so far (basic chair, not the real thing)... This is it at its most basic... like seriously basic.



I really have to fix this colour problem... I had to adjust the levels in photoshop...EXTRA BLOODY WORK. gay.

Anyway, please add comments on how I can improve. It'll look very different when completed, but I just thought I would quickly chuck something up. Whatever you suggest I am probably in the process of doing anyway, but it'd be good to get some kind of feedback, if any.