Tuesday, 22 October 2013

Making a box



The objective is to make box in 3Ds max, unwarp it, Go into Photoshop to texture the Diffuse map, and create a specular map, put back into 3Ds max
L: 30cm
W: 24cm
H: 16cm
Set Unit Setup to Metric cm so we work in real life centimetres
On Home grid we change the grid spacing to 2.0cm

Keyboard input units
When the box is added we convert it to an editable poly then chamfer all the edges by 0.4cm

After the Chamfer we loop edges around the box and use connect to add a segment across the selection. 










X = U
Y = V
Z = /W/ = UV Map
Unwrapping an object is like peeling an orange skins
Green lines highlight the object’s edges









UV editor by default flattens the object’s faces
Flatten Mapping will spread out all the faces of the object.
After flattening the faces we use stitch selected to place the sides together
Clicking on a face in 3D view will show up on the UV editor. Faces can be transformed, rotated and scaled
Using the UV checker and adding it to the materials we can check to see if the edges align correctly
Game engine’s slowdowns
>Poly Count
>Texture Size
>Amount of Elements in an Unwrap
>Smoothing groups
Tools, Render UW Template, save as PNG, PNG equals Alpha









Keep Maps named nicely
BOX_ UV - UV
BOX_DM - Diffuse
BOX_SM - Specular
BOX_NM - Normal
BOX_AM - Alpha
BOX_EM – Emissive
Even better is to use Capitals to denote separate words for the title, and an underscore to highlight the format.
salinaRawlesBox_DM
Photoshop
For 3D modelling Photoshop will be used a lot for created our textures.
When making a new document we are given an info box to customize our canvas.
When we are producing something for a common monitor Screen we work with pixels, RGB Colour mode and 72 DPI, when we work with print we use a metric value like Centimetres or Inches, C.M.Y.K with 300 DPI
RGB = Red, Green, Blue
C.M.Y.K = Cyan, Magenta, Yellow and Black (K)
Here we use two Sample images into Photoshop each in their own canvas.
 









The Windows tab shpws the many options that are shown in windows.
The move tool (V) moves the layer or selected items on the layer
The rectangular marque tool allows the user to select a portion of the image/layer and edit it, here I make a selection of the desert and pasted it onto the Flower. Using the feather tool will give it a blurry soft edge.










CTRL D deselects
The lasso tool allows us to make a selection by dragging the cursor to form a selection, The polygon lasso tool does the same but with edges, each edge is form after each click, the magnetic lasso tool tries to predicts the edges against the image.

The Magic wand tool selects a colour in the area click, the quick selection does the same but works with the user dragging over the area and Photoshop will predict what colour the user wishes to select.
The Colour range picks out all of the colours similar according to the user within the layer.










The crop tool will cut away parts of the whole canvas, We can also constrain and change the ratio of what is cropped.
The history window shows all of the actions done by the user and allows us to go back to certain places.
In a new document I open up my UV template and Photoshop immediately shows the transparency, with a layer underneath I add a grey background to show the uv map better
Using Photoshop effects such a Curves and Hue/Saturation we can edit the colours of the images to that match each other

Thursday, 3 October 2013

Introduction to Autodesk 3D Studio Max

Week 1

I had my first session on 3Ds max by being introduced to the various short keys that control the interface.



UDK
UNITY
3Ds max
Maya
Blender
Cinema 4D
Zbrush
Mudbox

Photoshop




3Ds Max interface

Right Click for quad menu, varies on object
Middle click is used to the viewpoint around, middle click itself pans, middle click and alt rotates the viewpoint, middle click CTRL and Alt zooms in and out the viewpoint (more smoothly than scrolling)
Z is Zoom to extents, which shifts the camera to face central to the selected object.
Alt-W maximises the selected viewpoint,
G Removes the grid on the selected viewpoint.
T/B/F are shortkeys to switch the viewpoint to facing Top, Bottom and front.
P is perspective witch switches between Perspective and Orthorgraphic on the selected viewpoint.
Realistic simulates how the light will cast shadows in the scene.
F3 shows the wireframes of the objects in the viewpoint.
F4 shows the wireframes of objects with the faces still on show.




The Object list box shows all the items in the scene with their given name, this is useful when there are loads of items in the scene and the user wishes to select specific items.
When selecting an object in Modify the parameters of it’s details showm the box for example shows it’s height, Length and Width along with it’s segments.
Adding Segments to the object gives it more complexity by adding polygons.







The button to the left currently stating "all" constrains the selection of items in the scene, clicking on Geometry will force 3Ds max to only select the geometry in the scene and not select things like lights or shapes.






Q toggles through the different selection methods
The Window/Crossing icon chanings the way to selecting multiple objects by either dragging the whole marque over the object or just the marque touching the object.

Transform moves the selected object/s by it’s axis which is effected by dragging the red/blue/green arrows, dragging over one arrow for example the the green arrow will transform the object on it’s Y axis, dragging the square touching two arrows will transform the object on those two axises, the central square transform the object freely from it’s Axises.
The rotate tool rotates the object by it’s pivot, like transform it rotates it by the axis the user is selecting and the user can select one, two or three. There will also be digits over the object showing the amount of rotation.
The Scale tool enlarges or shinks the selected object.
There is a drop down box with is by default on view that changes the way the gizmo changes objects in the scene, with it on view the object transforms, rotates and scales at the angle of the viewpoint

The Pivot point center icon changes the way multiple objects are rotated togething, the user can either rotate the objects on one single pivot or rotate each object on their own separate pivots.






The mirror tool flips the object by one or two of it's axises.
The Material editor (M) is the menus that controls the colour and texture on objects by importing maps
F9 is Render which produces a final image
Area to Render, renders an adjustable portion of the viewpoint, helps save time
Viewpoint lock tells the renderer to only render one viewpoint no matter what viewpoint is selected.
Render Setup
Time Output, single render the single selected frames on the Timeline, Active Time Segment renders the entire timeline and Range allows the user to pick the frames they want rendered.
Output size customises the render size and quality.

1 Unit = 1 Inch…. Or 1.3 Inches
Work in the power of 2
2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096
The Snap tool transforms and rotates objects by exact points on the grid
S is transform snap and A is rotate snap.
The group command fuses the selected objects into a group that cause them to all react as one.
The selection sets icon allows the user to quickly put selected objects into names groups that don’t fuse together, this saves time when you need to select the same objects quickly.
The manage Layers tab puts selected objects into layers which is similar to grouping but makes it easier to control the objects in a single box with features like hide, freeze and render.
With one of the boxes converted to an editable poly the attach feature connects other objects to become part of the poly, when the box is converted to an editable poly 3Ds max no longer sees it as a generic box. Attaching object A to object B combines the two into one new object with two elements of A and B.
When the user converts a standard primitive an editable poly 3Ds Max no longer registers it as a generic shape such as a box or a cone.

Week 2


The 7 key shows the total amount of Polygons and vertices are in the scene, going into viewpoint configuration and statistics allows 3Ds Max to display more stats such as how many triangles and edges of the total objects and even the selected object.

Modifier mode
There are five different types of selecting objects
Vertices, Edges, Borders, Polygons and Elements.
It takes two vertices to make an edge and at least three to make a polygon
By declicking edges only in an objects object properties and having the viewport in edged faces mode the object will show the hidden lines that 3Ds max is using to turn the polygons into triangle.


Each vertex has its own specific number/
Selecting multiple will show the amount selected.
CTRL selects multiple and Alt deselects.
Ignore back facing prevents selecting vertices that are behind polygons from the view, turning this off will allow the user to select whatever vertex lies within the marque.



Using the break command splits a vertex into multiple vertices as this “breaks” the object to separate the edges, notice the vertex count has went from 8 to 10 as the corner is split.
Using the weld tool does the reverse to this by fusing the vertices together into one vertex, we select the weld settings box to give us the weld amount which tells 3Ds max what vertices to weld by their distance.








Target weld does the same but instead of using distance the user manually drags one vertex to another to fuse.


Converting a sphere to an editable poly and extruding all of it’s vertices will create a spiked sphere by adding four vertices beside each vertex and extruding the middle vertex.




Using the chamfer tool slices vertices into multiple vertices to form new side facesto the where the edge is.

The result on this box is untidy as 3Ds max is attempting at what it believes is how the tris should form, Using the connect tool the user can correct this to make the edge connect in a suitable manner.




Notice the edges in the centre of the face are now level.

Create will create vertices in space where the user clicks.
Collapse is like weld, except it will fuse vertices even if they are faces between them.



Make Planar squashes the object into a plane.
Soft Selection allows the user to transform the selection by a fall off, meaning the vertex (edge or face) that is selected will be manipulated the most with the vertices (edges or faces) moving with it but less concentrated.








Shift and click edges rings, which selects all the edges that is circular on the object. Pressing connect now will add a new edge (or split one face into two) that is perpendicular to the selected edges.
Double clicking an edge will make a loop selection by selecting forwarding lines.

With the connect preferences tab it will give the user options to add more edges to the selection, pinch the edges that transforms the distances between each edge, and will also slide the new edges to either sides.


It is also possible to extrude edges.


There is an interesting method of creating models by using “edge copy” which works by selected an open edge and shift click and dragging to form a peeled like shape.






Inset add lines and edges within a face that are the same shape of the face, for example using inset on a square face will add a smaller square inside.
Using boarder allows the user to select the edges of open spaces, we can use tools like cap to quickly fill in the open space with a polygon.


Outline transforms the distance of the face’s edges closer to or further from each other.


Extrude causes a new set of polygons to rise from the selected polygons, using a negative value will cause the selected faces to the opposite direction which would be into the object.
Extruding polygons by local normal tells 3ds max to extrude the polygons in the directions the face is facing.
Extruding by polygon (which isn’t recommended) causes each polygon to extrude on its own.



Hinge from edge allows the user to make an extrusion at an angle of an edge.


All polygons by default are only visible on one side when rendered, when the cube was created the faces on the exterior are visible, looking at the faces inside when rendered will be invisible. The flip tool toggles the face side visibility; one really effective use of this is for making levels in 3Ds max as the user can construct the interior from outside and then flip the sides so the faces are visible when a player is inside the object.



Using the attach command from an editable poly will allow the using to add other objects to become that editable poly’s element.

We can use the bridge command to fuse to objects together by adding polygons between the two, good for windows.










Smoothing groups controls how the smoothness of multiple faces appear when rendered, with multiple faces as a plane are rendered with the same smoothing group it will appear normal and flat, if the user was to move one of the faces of several with the same smoothing group it will result in the faces looking smooth and create the illusion of no edges.