Total Awesomeness

Sunday 15 May 2011

Mushroom Animation

http://www.youtube.com/watch?v=R_286LiNnxQ


This is a link to the Video of my Mushroom animation.


The idea of this subtle animation is create the most realistic flow of movement.


 Below is an image of what the bones look like in the mushroom.
These are created using the skin modifier.

You can these and then assign what you want them to affect... for example the tip of the last bone controls movement of the head on the mushroom.























This is the overhead view of the mushroom whilst the bones are inside the mushroom.


Here is how i made the Mushroom. I selected my mushroom then right clicked and selected 'Object Properties' this allows me to toggle the see though option under Display Properties.

Once this is toggled on it looks like this below:

 This is much easier now for editing and animating the model as i can see where the bones are and its much easier to select them.

It's also nice to see when playing back your animation what kind of movements the bones make which can help your judgement if any adjustments are needed.



Monday 21 March 2011

Creating a normal rock

To start i create a normal box shape.












I then manipulated this box shape to make look like a rock.

Firstly i used the speherify and then the Turbosmooth modifiers.

This makes the square more like a pebble shape.

I then displaced this shape, twice using rock textures. This created a bumpy surface for my rock.

 This image is the result of two displacements.










Before moving on this is the image i used to texture my rock.










This is the material editor as i apply the material to the obkect using the Diffuse colour and Bump maps.






























 This is the turnout of that result.











Here is the list of modifers i used to create my rock. You can see from this image that i used displace twice.

This is the final rendered version. The quality here is easily better here when compared with the previous images.

Sunday 27 February 2011

Creating Enviroments


This is an image to give myself an idea of what i would be creating initially, what colours i intend to use.

This is a basic colour pallet that i made quickly in Photoshop.
















Firstly i had to make a height map. This is achieved by using the plane tool and a black and white image file.

The image represents the depth and height of the plane. For example darker spots on the image would represent depth in the map which could be used for pools of water and the whiter areas are the higher places such as mountains/hills or bumps in the path.

It's important that a base tone is set down for normal flat areas. of course if you want a mountain to really show then you want a really dark grey for the flat areas and a bright white for the mountain itself.








This image is the height map for my stalactites.



This is for the cave walls to give them a bump and uneven surface.












Once you've create the image for your plane you have to apply it to it.

After this is done you're able to modify the intensity which is needed to see the effect...
the following images are the result of the height maps being applied to separate planes using the displace modifier.


Here the plane hasn't got many segments so the detail of the Displace isn't very high.

 Here the segment count has been increased, which increases the detail by a huge amount.
This is the stalactites  map on a plane.

I created a few of these to create my walls inside my cave, sometimes whole tunnels. However i had to apply different effects such as the 'bend' tool to create curves and extrusions, as i didn't want flat walls.



This is an image of the inside of my cave before i began textuing or using bump mapping. Proper light isn't used either and here i am just showing you an example of what my basic layout of my cave is and the shape of it.
Blue is just the default colour when creating different objects, everything apart from the water which is just an example to show you were it will be placed.



These are the textures that i am going to be using on my cave, some i have Photoshoped myself to make the textures better when next to each other. I have also recoloured some of these textures to look more suitable.

This image here is what my cave looks like rendered, with these textures above, they have been bumped slightly too, which isn't too visible at the moment.
As you might of noticed the water is now gone, but will be back later..


After putting lights into the scene already the textures look better and the cave morecomes more alive. Now also I'm not getting true blacks in a sense that everything gets pretty dark but doesn't fade to black.This is important as in reality there are no true blacks, only very dark which needs to be considered when lighting a scene.

 Here lighting is much softer than the one above, and the colours aren't as harsh. This is due to the skylights and omnipresent lights. These make the world have at least some light even if this is slightly visible.

Here you can see my first example and render of volumetric lighting. these render take much longer to do.
The cave is much darker now which is what i wanted although i still think there isn't enough light reflection on the water or the walls.
This here is slightly different which has more light and reflections, you can see a slight glow and glare towards the top of the screen which is what I'm aiming for.

This is the menu for my area spot light where I've added volume light in atmosphere and effects. This is what gives the effects as above.

Here is the water that i made by itself. You can see that the volume light shown here (the circle) really brings out the texture of the water and makes it much more realistic.
 This is another image with 2 volume light effects added. You can see the light that is cast down in the middle as well as where it's coming from.

Below is an image of what the water looks like on a flat plane, here you can see the true detail of the material. 




 This is the material editor. Here is where i created my water surface.


I used a tutorial for this which basically takes you through some of the different effects you can create to make a surface look like an ocean.


Here i am quickly going to show you how i created my lights in general but more importantly how i applied volumetric lighting too them.

Here on the left quickly shows you how easy it is to implement lights in your scene by clicking the tab that looks like a bulb and then choosing the type of object you want, any will usually do and are all situational.

Target Spot is perhaps the most common.

























Now i am going to show you how i set up the volume lighting. Firstly i need to select a light in my scene and click on modify this will display the properties of the light underneath. go to it's properties. Under 'Atmospheres & Effects' click on add and select Volume Light.

Afterwards the below screen should appear. In this section you change the controls of the volumetric light. For iinstance the brightness of the volumetric light.

There are five different sections to look at to adjust the lighting if it isn't to your specifications.

Above is what the effects menu looks like for Volumetric lighting.  You can add differenteffects which are shown above.
This is a different part of my cave, this is where i am going to place some plants and perhaps some mushrooms that i have made. At the moment it is really dark which i wish to change later to a lighter blue.


Here an omnipresent light has been installed and makes the cave appear to have fog, although this is nice i don't want the blue background.
 This here is all the mushrooms and flowers together, there are also some rocks to the left which are indicated
 Here is a different perspective of the cave floor, mushrooms to the right and rocks to the left. This is what the blocks above look like in the above image when rendered.

This image is when i've put in all the mushrooms and flowers in and rendered them together.

Friday 21 January 2011

Creation of "Rock Mushroom"

This is how I created my mushroom.

First of all i created the very basic shapes to structure out the shape of my model.

The base is created out of a very simple cylinder:

So this is the basic cyclinder shape.


 I then applied the scale too to shape the model into a more desirable shape.




Once i had done that i reduced the size on the top to make it smaller, and then cut it out to give the mouth of the mushroom.




This is what it then looked like, at this stage there was no rims to work from so it made it harder to make a sloped surface.


Here i am creating more segments around the mouth to create a curve down.










This is the menu that appears above on the image.
Chamfer amount is the distance between the segments and segments is the amount.



 Here I have added depth into the mouth to create more realism, this was made by dragging down the edge which created the curve.


I then moved on to creating the teeth.

At first i made around 4 or 5 teeth and then began making more.
The problem was that the teeth were 'copys' of each other meaning that they could be only edited individually so:




the teeth had to be made into instances of each other so I didn't have to UVW Map each individual one, which would take a very long
time.
 In other words when i textured one tooth it will texture a ll the others as well.



This is a more upclose image of the set of teeth that i have provided my Mushroom with.
You may notice that the teeth bend a little like fangs. I acheived this not through the scaling tool but by applying the 'Object-Space Modifier' 'Bend'.
Once applied it allowed me to created curves into the model.



Here is a screen-shot of underneath the head of the mushroom.

This cone is made from a cyclinder that's been cut off.
This is like the mouth around the







This is a screen-shot from underneath the base of the mushroom. The reason I am showing you this is because I cut out the edge; because nobody will see this side it makes sense to delete to make more room when mapping.

These two image are to show you the differences and the reason why smoothing is important.

This first image is when no smoothing is applied giving it sharp and rugged edges.





The second image however has smoother edges and has a smoother gradient from lighting.



I then extruded this Cylinder at the base and extruded it so it looked more like a base of a mushroom.
It was very simple to make for example the rim on the bottom was extruded outwards because the plant would be placed around a rock or inside a cave.





This is what the final model will look like, this is without any textures applied.









The next step to texturing my model is by adjusting the seam of the model (where the model will be split) the green line shows where the seem is.









This here is my map for the teeth . I had to do this for each every individual model excluding the teeth because they were instanced to each other.







 Now i had to get textures for my model.
This here is a picture of a rock texture which i will use for the head of the mushroom.










 This image i used for the base due to the colour and direction the rock seemed to follow from the bottom.





This is an image of blood splatter against a white background that i have used for my teeth.

This will hopefully add an deadly effect.









This is a texture i used to make the plant appear more "gooey" this texture was applied over other textures like ones above.










I used Photoshop to apply these textures to the map of my model, flattened out.
This was a good tool because i was able to blend in different textures with others to make them more unique to my design.



This was the final result after texturing the parts all of the parts...

This is an overhead view of the mushroom...
along with a side shot.









 










Here i haved rendered the shots above, this is to show the full detail of the model because whilst modelling you work with a low detail model for performance.

Again here is the top and side shot.