Tuesday, 8 December 2009
Week 12
At long last the completion of the full video of our environment and engine is over. This weeks was a full on group presentation in which is presented to all the groups in the module and to the staffs of the Museum.
The presentation itself went quite well as expected and it seems everyone in the group spoked well and explained in good short brief of details within the explaination of the models. In terms, I felt that in the introduction I could have explained the history about Zurich as it would have been appropriate to the subject. The brief explaination about the modelling process of the environment was enough to give some brief view and the extent of how long I have to talk.
Although I had rarely much part to do with the engine, but I was happy to help the group with the rendering because that is essential but overall, I am happy with the individual progress.
Overall I feel pleased with the whole project and able to work with my colleagues which throughout the process we've worked really well as a team.
Sunday, 6 December 2009
Week 11
Wednesday, 2 December 2009
Week 10
Wednesday, 18 November 2009
Week 9
To avoid wasting time, I've animated the sea first. This method is really easy to follow as I've took and used the animation from my previous assessment from Year 2. To animate the water, I need to select the water (plane), open up Materail Editor and go to the water material. Now from the timeline I select Auto Key, set a key at the beginning of the timeline 0. I check in Maps-Nosie on Phase to see its set to 0. The effects to the water will change until I set another key in the timeline frame to the end which is frame 40. If I go back to the Phase and set it to 15, render it and the water should start having an affect.
The next step is to animate the wheels on top of the dredger. Now as I assume it connects to the slide and maneuver it which pulls the buckets towards it. By that I've animated the wheels into a rotation, nice and slowly. It was a simple method to animate the wheels and so no problems occurred with that.
This is the part where it got confusing and the tricky part of the animation. How to animate the buckets when after it pours the water into the dredger? As I've mentioned before I did not complete the modelling fully as I've noticed, how does the bucket refill the water? The photo shows that there is a slope which pulls the buckets back to the water for re-filling. After cloning the slope from the above I've placed it underneath it.
Right the animation now. This was the tricky part, at first I've selected the first bucket (while auto key is set), I gradually drag it towards the dredger itself and then on the next frame I rotate it upside down, so that it looks like it has poured water into it. Then I move the bucket back to the sea for re-filling (while on auto key), I repeat the same step with the rest of the buckets but it has became a frustrating moment to get the speed and timing correctly.
The final stage in completion to my animation is the smoke. Now at first I've already created the smoke for the chimmney but could not search for any tutorials to help me animate. There was one resource that I've found later in the process and it seemed very useful although it was a tutorial to create smoke on a cigarette. I've decided to test the smoke from this tutorial with Tina helping me out. This source was very useful and the smoke worked and so I've decided to redo the smoke and use this for my environment.
To create the smoke, I simply begin at the Create tab. Select Geometry, find Particle System and select Super Spray. Here are some features that needed to be entered as follow.
Basic Parameters: (Off Axis) Spread - 1.0
(Off Plane) Spread - 18.0
Viewport Display: Select - Mesh
Percentage of Particles - 50%
There are quite of settings on the Particle Generation. I've entered the required fields.
Particle Motion: Speed - 1.0
Variation - 10.0
Emit start : 0
Emit Stop : 400
Display Unit: 399
Life: 200
Variation: 5
Particle System
Size: 4.0
Variation: 25.0
Grow For: 100
Fade For: 10
Particle Type: Select - Standard Particles
Standard Particles: Select - Facing
Rotation and Collision:
Spin Speed Controls Spin Time - 0
Spin Axis Controls Select - Direction of Travel
Object Motion Inheritance:
Multiplier - 0.2
Now that the Super Spray has been configured and has been placed above the chimney, I go to Space Wrap and select Drag. What this will do is it will randomize the smokes movement and is a force type that drags the particles into its direction.
The parameters must also be configured to get the animation of the smoke right.
Timing: Time On - 0
Time Off: 400
Damping Characteristics: X Axis: 1.0
Y Axis: 1.0
Z Axis: 0.6
Now we want to bind the Drag to the Super Spray together. To do this, all is needed is to select the icon which shows underneath and click the Drag and drag right to Super Spray.
The Icon to bind.
We want to apply the wind so that the smoke will move forcefully to the left of the chimney. Simple step, going back to Space Wrap and select Wind, I can then rotate the wind where I want the smoke to move to but also I again need to bind it to the Super Spray. I've also set its Force Strength to 0.02.
Wind: Turbulence - 0.04
Frequency - 0.26
Sclae - 0.03
To get the smoke texture. I need to go to Material Editor, and set the Shade Basic Parameters.
Ambient, Diffuse and Color: white
Opacity: 0
Specular Level: 0
Glossiness: 0
Extended Parameters
Index of Refraction: 1.5
I need to go to Maps and open up Opacity and select Gradient. To finish the smoke effect, all there is now is to go to Gradient Parameters and choose Radial and there we have it a smoke.
Here is a short clip of the smoke.
The Group:
This weeks group meeting went well as usual. We did not have too much to discuss as we mostly know exactly what our primarily objectives are. A mentioned in the Group blog, we are aware the amount of time we need to render everything but hopefully we can get all this done before week 12. As seeing everyone's progress, the modelling is almost 100% completed and we just need the animation to be done next week.
Wednesday, 11 November 2009
Week 8
This is it, the week where I will be finishing my modelling. So far I have created the lake containing reflective effects while we can see the reflection of the cliffs and mountains. As I did not mention from the early process, I've added some trees to the field. I simply used from the American Elm from the AEC Extended panel.





Nearly there. From the photo I can see smoke from the chimney. Now I have no knowledge in creating smoke but luckily going through tutorials, it wasn't as complicated as I thought. Now creating the smoke. I go to Geometry, selecting Particle Systems and then pick PCloud. The size does not matter as it is dealt in the panel. From the Particle Generation, Particle Quantity. I select Use Total and set as 100, it will display how many objects it will have.
Setting the Particle size: 20.0
Setting the Particle Type - Standard Particles to Sphere
At the moment the smoke will appear as sphere shapes but using the Material Editor we can fade it and add the smoke texture.
Fractal
Levels - 10.0
If I go back to default I can then open up the Opacity Map. Select Falloff.
Turbulence: High - 0.3
Levels - 10.0
Size - 20.0
The final part creating smoke. I go back to Maps again, drag the Opacity Map down to Bump. It will copy the map and there a smoke texture is completed.
I am close to finish the modelling process, I now need buckets as this will be part of the animation. Very easy I simply use a box and then Boolean the centre.
By zooming in we can see how it looks.
By cloning the mountains, I can cover the spaces so we cannot see any water behind. Adding more landscape and trees it will create a larger scale of the environment. After Looking back at the real photo of the dredger I've noticed that the bottom underneath it looks like a boat? and seems to be floating above the sea.
I feel that modelling it is the priority of this task and also it will affect the marks if I don't get the similarity correct and although the boat looks complicated to see the details, I've simply used a box, then used vertex (use soft selection) to get the all four edges. With a small fragment using the Bend modifier, I can get a slight curve setting its x to a minus. For the texture, again it is hard to tell from the photo but noticed the colour is the same as the dredger and so I have used the same for mine.
This is the final completion of the Dredger based in Zurich of Switzerland.
Group
This weeks group meeting went very well. We've discussed what we will need to focus on for week 9 (the animation). We've checked the progress of everyone's individual modelling and we are all happy with the progress so far. I feel that the group is doing very well, keeping the targets up to scratch and hopefully the animation, the hardest part we would complete by week 10.
Wednesday, 4 November 2009
Week 7

Ok this is it, I need to create the whole environment. I start with the more nicer surface and thats the lake. Using the same method that I have done with from year 2 it is more useful as I did enjoy creating water. Ok to start of with, I've applied a cylinder which in large scale.
Now for the water effects. I open up Material Editor, for the Ambient I need a blue colour for the water. I then set its Specular level to 121 and Glossiness as 50.
By selecting Maps, I go to Reflection and choose Raytrace to get some effects.
The Noise Parameters also needs to be set to Fractal.
The next tast is to model the mountains/ cliffs. I thought this would be some challenge to me as concrete rocks are related to to the textures of the mountains. Here is the first attempt. I use a simple plane then by setting its:
width: 232.987
length: 360.381
length segs: 64
width segs: 64
By converting it to a Polygon I can then use Vertex to shape out the plane so I can get dents and form hills as required. Ticking Use Soft Selection I then model the mountain more in depth.
Ok so I've now added cliffs, I also wanted to model the environment correctly to the design from the storyboard and so I've created another sets of mountains but this will contain a different texture to the ones in front. Using the same method for the cliffs, I've simply changed the size more larger and then position them behind the cliffs.
For the textures, I've find it hard to search any resources from the Internet to help me so that I can use the Material Editor. With no luck, I needed textures and so by searching for images of rock/ cliff textures, I've found this one.
Now you can see I have the sea, the cliffs and the mountains (which needs textures).
Again having the same problems finding resources/ tutorials, I've used another image that contained snow. With some simple editing on Photoshop, I clone certain features to get the whole image as a one.
The next part is easy, just apply the bitmap image onto the Material Editor and drag it to the model. Render it and we have the mountain.