Friday, December 16, 2011
Wednesday, November 2, 2011
Thursday, October 13, 2011
experiments with 3d max
tilling
first we were asked to make two planes and rotated one upwards at a 90% angle after we had done that we applied a texture to the plains, once we had done that there was an option on the material editor that let us change the tilling of the texture. the bottom image is one of my experiment with this tool. i change the tilling on this texture but it didn't look nice. if i had used a different texture that didn't have such distinct edges then maybe it would have looked better .
shiny wood
after we were the shown how to make a texture shiny. we made a skirting board after extruding and beveling a box a bit. after this we went to the material editor box. it was important not to ad the bitmap before changing the settings or it wouldn't work.
first we played around with the ____ and gloss settings to make it shiny. once we were happy with those settings we imported the bitmap and then applied the texture to the object.
after this we added a spot light lo make the shininess visible.
i rendered my model to see how it looked as a finished object. after doing that i experimented a bit more by changing the colour of the light and also by adding in two lights in staid of just one. this gave a nice affect and made it look more interesting then just the one clear coloured light. after doing this experiment with the two contrasting lights, i have decided that i would like to use that in my street
glass
to create glass we did the same as we did to create a shiney texture accept this time instaid of adding in a bitmap we just changed the colour and changed the alpha to anything we wanted.
experiment
using what techniques i know and my own trial and error method i started to create a building. so far i had used a box and started to extrude and bevel the parts i wanted to stick out or in. i also used glass for the windows and, i put plains on the inside of the walls. i did this as i could put a flat image on the back walls to make it look like there is something happening inside but in actual fact its just an empty room. i plan to put a light inside of the building so that it makes the building look natural and alive
Tuesday, October 11, 2011
making a crate
the first step to creating a crate is to create a box on the stage. with the dimensions of 25 for each side
then set the position off the box to 0,0,0
after doing this change the cube to an editable polly. there will be a list under this. you must click vertex
after this is done you will then be able to extrude and inset the box to make it look like a crate.
first inset the box by 1.5 then after extrude the box by -1.5
then once you have finished you can ad a texture to your crate
texturing
there are two ways you can texture an object. the easiest way is to press "m" to bring up the material editor menu. set it to "compact mode" on the modes menu. then chose a material slot and you can use a bitmap image for your texture.
the other way to texture something is to take apart your box on a special menu and make a map of it. afetr this is done take it into Photoshop and then you can draw on what you want to be on your box
street design
i tried to incorporate the style of my street that im creating, into photos that i took of streets close to me.
the first one was an ordinary picture of coble stone but i tried to add in the checked affect
and make the floor look more fun by adding in un ordinary colours. im really pleased with the way the first one turned out. as in my opinion it look pretty realistic. but there are still areas were there could be improvement for example i could have added an extra layer on top with additional shading on it to make it blend in more. or i could have somehow made it look more dirty as it is seems to be too clean. or i could have tried something to make the edges of the black squares less bold and more like paint
the second picture im not fond of. i tried to make it more strange/different by adding stripes onto it but they look to unnatural. the colours are also to ligh. as what i whanted with my streat is to be dark and creepy yet fun looking. it hink if i added an aditional layer on top with black then i might have been able to darken it.
even though i added a noise layer top get it to look like it was a gravely stone it. doesnt look realistic. also whilst trying to change the colour of the door. it made it look even worse as the door was origonaly black and adding on an overlayy layer just made it look tacky. i think if i were to do this again i would have made the red and white darker and i would have also removed the door and replaced it with a diferent one that would be more easy to colour and also more interesting. for example maby and arched door would have looked more interesting rather then a square door
after making the photos i tried to draw over the top of an existing image i had gotten of a street. and change certain aspects of it into the style of my street. i changed some of the building shapes and also aded in extra bits like the curtain, the metal poll with lights hanging of of it and the fence that i curled.
this helped as it gave me a better idea of levels. for example instaid of keeping everything one same level i could make certain bit higher then others.
floor plan
we were asked to do a floor plan for our street that we are going to create.
in my floor plan i wanted to have some back alleyways. to make it seem more realistic as most streets have alleyways. i also thought it wpuld make it more interesting.
if it is posible i would like to raise the end plat form as id like the key hose to be at the end of the street. and be raised to bring improtance to the building. as when designing this building it had more importance then the others.
Thursday, October 6, 2011
we were asked to look for inspiration for our theme of the 3d street that we are going to create.
so i went and started collecting pictures from various different things.
i collected pictures of old England as i liked the way streets were set up. i also went and collected pictures of Moscow because i liked the way they use bright colours in their arcutecture. because i wanted to create a creepy old England molded with the circus street then i gathered pictures from other games that i thought were close to the type of thing i wanted. i gathered pictures from "Alice: madness returns " and pictures from one of the "silent hill" games as one of them have a carnival in it.
after i had gathered these things i started to design buildings, signs, the floor, furnishings ect.
unfortunately i don't think ill be able to create many of theses buildings as they are to complex to make for a person with no 3d experience. i would very much love to make these buildings and if i can have the chance to try i would, but due to my level of skills i don't think i would get very far on this as some of the buildings consist of multiple layers. for example the "big top" which is my version of the "big Ben" has the initial building, then a feris wheel sticking out of it with cages as carrages. there is then a next layer of poles sticking out around the building which semi resemble a cage. the last layer is the checkered path winding around the building . so as said before this building would be to complicated to create
photos collected from
http://www.aeropause.com/2010/09/new-screenshots-and-concept-art-for-alice-madness-returns/
http://www.conceptart.org/forums/showthread.php?t=192540
http://alice.wikia.com/wiki/File:AliceFallToWonderlandKey_656x369.jpg
http://www.ausgamers.com/features/read/3044969
http://www.e-architect.co.uk/moscow/moscow_architecture.htm
http://www.stephenwiltshire.co.uk/art.aspx?Id=1538
http://www.knowledgeoflondon.com/pubs.html
http://www.londonnet.co.uk/ln/guide/about/gallbigb.html
http://nickweitzel.tumblr.com/post/4886964662/get-the-new-kingdom-hearts-stair-stepper-comes
photos collected from
http://www.aeropause.com/2010/09/new-screenshots-and-concept-art-for-alice-madness-returns/
http://www.conceptart.org/forums/showthread.php?t=192540
http://alice.wikia.com/wiki/File:AliceFallToWonderlandKey_656x369.jpg
http://www.ausgamers.com/features/read/3044969
http://www.e-architect.co.uk/moscow/moscow_architecture.htm
http://www.stephenwiltshire.co.uk/art.aspx?Id=1538
http://www.knowledgeoflondon.com/pubs.html
http://www.londonnet.co.uk/ln/guide/about/gallbigb.html
http://nickweitzel.tumblr.com/post/4886964662/get-the-new-kingdom-hearts-stair-stepper-comes
Friday, September 30, 2011
to day we were told how to fix up pictures so we could apply a texture.
in order to test if a building is strait the guide lines are very usefull.
after putting the guide lines on the picture , lining up the lines to the windows ect.
then use skew to straighten it up. after that you can use the patch tool, spot healing brush or select an area and use fill, contence aware. this will get rid of the parts of the picture that are unwanted.
after i did this i was told i should experiment more with the tools so i did and ended up taking away all the windows.
after i could have added on a texture or colour overlay to make it more interesting
Friday, September 23, 2011
we were asked to collect reference pictures for streets. so we can create a street in 3d max.
these are the pictures i gathered of some buildings that i liked
i really like this building design. it was interesting and allot of it could be made with blocks but it has some things that aren't square shaped so it might prove to be hard to create those parts
this street was a good reference as this isn't just buildings there are hedges
i like this particular picture as the way the buildings and path are in a lower part then the right hand side. its nice as it shows that not all streets are at one level. i also like how this picture doesnt look like it was an everyday street. it looks periodic and thats the style i want for my street
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