Tuesday 25 October 2016

Star Destroyer Part 1

I fist used a blueprint to get the different views required to make an accurate representation of the ship in Maya.


I tried creating the body before this using free hand and have realized using the blueprint will allow me to get the proportions the correct sizes. Here was my first attempt.

X-Wing Creation Part 1

when creating my X-Wing I first found a blueprint and split it up into top view, side view and front view to be able to accurately create the model. I found it hard to scale the schematics to the correct sizes but I was able to align them in the end.




Tie Fighter Part 1

To start creating my Tie fighter I first got a blueprint and inserted it into Maya.




3D Star Wars Animation StoryBoards


At the start of producing my animation I have made storyboards detailing what will happen in my animation scene by scene.

From these storyboards I am going to be having to create 3 detailed models which are the X-wing, Tie fighter and Star destoryer due to them in key shots where the viewer will be able to see the details on the models whilst the planet and super star destroyer don't require too much detail due to the size of the models and the distance the models will be away from the camera.

F16 Exercise

This exercise was to model an F16 fighter using Maya and images as references in Maya to get the right scale and shape of the ship.
This is the final model of the F16. I did this by first creating a Cylinder and adding several different vertexes using the multi-cut tool and then I proceeded to use the different views (Side,Top and front) to move the different edges to align with the schematics. I then extruded several pieces out and lined the edges with the wings on the schematics I then used the connect tool to then pull the edge down to create the streamlined angle of the wings. I then extruded the the front faces of the cylinder multiple times each time moving the top 4 edges down to create the angled nose of the fighter. I then used the smooth tool to create the smooth surface of the nose cone. I found this at first hard to accomplish as extruding the nose was hard to keep inline with the schematics and to then create the underneath the cockpit which is flat and connects up to the nose, as it kept having faces that would move when I moved one of the nose faces I fixed this by deleting several faces and then filling the whole to create one face.

Derelict Map Exercise

This exercise was to draw out a plan for a derelict area and then create it using the tools in Maya.
This drawing shows the objects that will be in my map and where they will be placed.
This Is the finished map. I made this by using the multi-cut tool and connect tool to add more edges and vertexes to my objects I then used the extrude tool to push back and pull out different parts for example the windows on the buildings are pushed backwards to make the window bars, and the rings around the barrels are pulled out. I also used the bridge to to create the plane carriage. I did this by first deleting half of the each end faces and then selecting each edge and selecting the bridge tool which generates the surface in between them. I found this easy to do without any problems.

3D Modelling Steering Wheel Exercise


In this exercise I had to create a steering wheel for a ship. I did this by creating multiple cylinders and moving them to the right player then adding edges and manipulating them through rotation, scaling and moving them to get a handle shape.
This exercise has shown me how to create more advanced shapes by manipulating the individual vertices of my models and I have seen that this will be really useful in creating my models as they will allow me to add the detail to the smallest parts of my ships. I found this easy to do without any hindrance.

3D Modelling Stacking Exercise


In this exercise I had to use the align tool to stack 4 different objects on top of each other.
From doing this exercise I have learnt that the align tool is very useful to keep objects symmetrical and allow them to not clip into each other will being in the right positions. At first I struggled to align everything using the tool as it wouldn't align them to the right points when I selected the middle one but I fixed this by having the alignment point be at the bottom middle of each object.

3D Modelling Grouping Exercise


This exercise I had to create a cube, sphere, cone and cylinder and then group them using the grouping tool which is shortcut to CTRL + G.

From this exercise I can see that using grouping in my project would allow me to create individual piece of my ships such as the X-Wing wings and hull, or the Tie fighters cockpit and wings and wing supports. I found this easy to do with no problems.

3D Modelling House Exercise


I have been tasked to create a 3D house using Maya and the tutorial provided. To create the House I started by creating a cube and moving it to the size I wanted. I then added divisions to the front face of the cube to create 3 different faces. I then extruded the left and right faces of the front face to create to more cubes. after doing so I selected all the side faces of the cubes and added divisions to divide them Into 3. after doing so I added more divisions to separate the window faces, I then extruded them to create an indent. I then added divisions to those window faces to create a 3x3 grid. I then manipulated the edges and extruded them to create the window bars. I then added edges to the roof of the house and pulled them upwards to create the roof.
From doing this exercise I have learnt how to connect edges and add divisions to my objects and extrude them to create a more advanced shape. These processes will be key to creating all my models in my animation allowing me to create the right shapes from primitives and to allow me to add details to my models. I found this easy to accomplish using the tools available as the majority of the work was aligning edges and vertices and connecting them.

Why a blog?...


Introduction:
I have been tasked with creating a 30 second 3D star wars animation. Using Maya I will be creating Several models and animating them over the next 12 weeks.

I have decided to show my progress on this blog to make it easy to understand where I start and where I end up, and to clearly show the different stages of my production, I will be using this over the next 12 weeks and will be keeping it up to date with the progress I make.