
Wednesday, 9 December 2009

The final Boiler pump and environment
http://ve-boilerpump.blogspot.com/ This is a link to the group blogspot that shows the full workings and final assembly of the boiler pump project.
Modelling the head
After the flat polygonal shape was created. the next stage was to ''pull'' the points out to create some depth to the image. This was acheived by setting up two angles in the viewport. Front and side views. The points were then selected in the front view and drawn horizontally to the points inline with the side view reference plane.
This acheived a fairly close representation of the face. After this some more fine tuning began, whereby adding more faces where required and furher manipulating the vertices of the face, a closer representation could be acheived. A symetry modifier was used to vreate the second half of the head, and the mirrow gizmo positioned to achieve accurate results.
The final boiler pump scene
After working alongside fellow members of the group a final animated scene of the boiler pump and surrounding environment were created. The boiler pump was created in three seperate parts and assembled together within the environment. It was unfortunately decided that the hot water tank and other models i have created were taking up too much time whilst rendering and too much space within the environment so were deleted. also the bump map used on the concrete floor was removed to further reduce rendering time. looking at the final video this was a shame as the floor texture looked rather too flat.
However the assembled models within the environment worked together and a camera path was set up to follow arounf the room showing various objects, and most importantly the functioning boiler pump.
We used a voice recorder to save a sound description from myself, stating what the object in the video was, its purpose and function.
Finally the sound and video images were assembled together in another software package, with a fire background sound to simulate the boiler.
Using 3dsmax a flat plane was created, with just one segment, elevated in the front plane/axis. Using material editor the bitmap created in photoshop was then applied to the plane. Selecting 'show in viewport' as an option in the parent section of material editor allowed the image to be seen in 3dsmax.
A UVmap was then applied to help position the image correctly on the plane and prevent any distortion. Finally this plane was copied and rotated 90 degrees to show the left side view, the bitmap and plane were finally moved to aligh correctly with each other and frozen (with show in gray turned off) to prevent accidental selection of the planes during modelling
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