Assigment02_Coco

Create Digital Environment Assignment_03 Team CoCo
Jack part

Choosing Movie clip
We have selected a lot of animated film scenes, including stop motion animation Kubo and ukulele. We like the low mesh style of this origami is very special, the scene must be very interesting. Just like the hot game Zelda Wilderness, I also want to make such a characteristic style scene.
Later, we chose the CoCo movie because the lighting in the underworld is very distinctive and the building is very interesting. When you are at home, the lights and materials give a very warm feeling. And the lights in the underworld are so mysterious.


We chose the scene of the church in the movie CoCo, and at the beginning, we wanted to simulate the special effects of the petals flying to express the existence of the wind. Later, we felt that the difficulty was too great, and it turned into a dust effect to express the flow of the wind. The reason we chose this scene is that its scene is more uniform in its interior architecture, and the night lights and shadows are easy to replicate. Secondly, we all like the style and story of this animation, especially the song of remember me.

We later chose a screenshot of the film that would show the details of the church as much as possible:
Final Render Picture

We have assigned tasks, I am responsible for the construction of flowers, vases, corners, and the construction of textures and textures.



I also learned the lighting settings myself, although I didn't play a role in the project, I also learned a lot.
--------------------------------------------------------------------------------------------
Modeling
I grouped the models I was responsible for in the scene and carefully grouped them.

1.Vase

I used the method of creating a NURBS curve learned from the last job and rotating it around the central axis to get the rotating body. Then convert NURBS to a polygon.




2. Flowers

I made a reference to the tutorial on the web. I first created a cube, giving the cube a larger segment of width and length, giving the height 2 subdivisions. Switch to the vertex mode and adjust the bending angle of the petals little by little. The petals are protruding in the middle and the ends are concave. Finally, move the petal's pivot to the center point, use a special copy tool to rotate the petals around the center point for a week, get a circle of petals, and then copy the circle of petals to get a whole flower. Finally, refer to the size and position of the flowers in the movie, copy and adjust one by one, and finally get the effect of the flower similar to the movie.








3. Table

I divided the table into the following parts.

The top trapezoid and the two chamfers

Pillars in the shape of notes below

And the bricks at the bottom square

The top trapezoid I got by creating a cube without segmentation, then selecting the front or bottom surface, then zooming to get the shape of the shape, and finally chamfering the four sides. In the later observations, we found that the four faces of the trapezoid are not only the direct face, but the face has a certain curvature. I added a looping edge on both sides and zoomed in on the loop side to get the arc-shaped side. Following the two chamfered cubes below, I created a normal cube, scaled to the appropriate size, and then chamfered.



Following the pillars of the note shape, I also used the NURBS curve modeling for this complex shape, loft, and then converted the surface to the polygon. I first used the NURBS curve to draw two curves that match the struts, then selected the two curves to loft into a surface, and then converted the NURBS surface into a polygon patch. Finally, a polygon patch is copied, and the two polygon patches are first combined into a mesh, and then the edge of the bridge forms a polygon having a thickness. After forming the polygon, I selected the middle surface, leaving the sides on both sides, and extruding the middle surface to take a look at the reference picture. Finally, chamfer the side. After many times of Taoism, the feedback I got was always that the angle of the side was too sharp. Finally, I reduced the edge sharpness by increasing the number of segments when chamfering. I also got feedback on the thickness problem. The tip of the note shape was thicker at the beginning and the side was thinner. Because the extrusion of the polygon that has become a whole is not very good, I adjusted the distance between the two patches from the beginning and carefully adjusted the scale.






The bottom of the note-shaped pillar is a cylinder extruded geometry. I first created a cylinder, then scaled the width and height. Finally, after the scale is correct, I inserted a loop edge on the edge of the cylinder near the edge. Finally, most of the middle area was extruded and the edges were chamfered.




Vase_corner final model


4. Rounded corner building

The rounded corners at the corner I divided into, the top dome, the concave side in the middle, and the bottom three.



At the top dome, I made a sphere first, then deleted the half of the circle, got a semicircle, and finally zoomed to get the desired effect. The polygons extruded in the dome I still use the NURBS modeling idea I learned in the first job. I first make the point adsorbed in the semicircular dome, then draw the line with the NURBS curve, then create a NURBS circle, move The circle is rounded to the vicinity of each curve, and extrusion is performed according to the curve as a path to produce a projection effect.






I also used Nurbs modeling for the pillars of the building and the small ornaments on the bricks. Now I see that the complex, curved polygon first meal should be modeled using Nurbs and then converted into polygons. The uneven pillar I first drew a jagged square, then copied it to get a brick, and then copied it to get a whole column, because I noticed that each brick in the column is separate, so I am copying Leave some gaps.



The small engraving on the bricks was made by first drawing the NURBS curve, then chamfering it, and finally transforming it into a polygon.




The middle face of the corner building is obtained by using the cylinder to delete the face.



The triangular pillar of the bottom of the building was made using a cylinder. After the cylinder was made, the segment of the edge was adjusted to 3, and finally, the hexagon with a triangular face was obtained.




5. Pillars

The main part of the pillar is made in the same way as the pillars in the corner building. The top leaf shape of the decorative engraving I used the cube as the prototype, and then the facets were adjusted to adjust the vertices.






---------------------------------------------------------------------------------------------
Topology

When I was modeling, I paid special attention to minimizing the number of faces and then putting the vertices on them without excessively using smoothing and chamfering. When nurbs turned the polygon, I used the general output settings, then set the appropriate UV direction segmentation and output it in a quadrilateral. Try to make sure the model is made up of quads



----------------------------------------------------------------------------------------------
name
Draw on the lessons of the last assignment, when modeling, each object that appears in the outline window is named



----------------------------------------------------------------------------------------------
group

When grouping, I pay attention to the small things as a group, and the objects are roughly divided into the bottom, the top, the middle, and the left and right pillars.
----------------------------------------------------------------------------------------------
unfold UV and adjusting

The texture of the last job and UV is a disaster, the UV is not used to expand, and there is no special attention to whether the UV shell stretches or shrinks, just sticking up the rough texture in ps. With the help of Sara, I gradually learned the technology of UV. If the polygon is operated too many times, UV looks all red and blue at first glance, I will delete the original model UV, create a new plane UV, open the observation mode, observe the deformation of the polygon, and then Select the edges near the deformation surface, cut, and then unfold one by one until all the UV shells become white, without stretching or shrinking. Finally, use the layout command to make all the textures in one cube. When assigning multiple objects to the same material, I also use the layout so that they do not overlap with each other. If a face is too small, I will look for the edge that intersects the face and then use the stitching tool to make it moderate.







----------------------------------------------------------------------------------------------
Creating texture in substance painter
At Sara's suggestion, I temporarily learned about the use of the substance painter, learned to use masks, brushes, filters, adjust the dust, and add details using alpha. Make the details of materials and textures more realistic. The previous UV operation was also designed to get better results in the substance painter. Before exporting an object as fbx, I will assign objects of different materials to different materials. Objects of the same material are given to the same material, and these objects are selected to see if the UV overlaps. After importing the advanced bake, the obtained multiple normal maps are then operated. After adjusting the smoothness, metalness, roughness of the object, adding noise, color, and other details. Save similar materials used in the scene as smart materials for future use. Finally, all the textures are exported and then given to different channels in the form of files.

I learned the lesson from my last assignment. I started to study UV and textures intensively. My previous textures were made using sai or ps hand-painted sticks. At the time, regardless of whether the UV was stretched or adducted, I directly attached the texture directly. Now my texture is made using the substance painter and before the texture is made. I have a UV project, cut, and unfold for each model to ensure that each model's UV is "white" with neither stretching nor shrinking. I baked several maps of the model in the substance painter, then found the basic color, and added a variety of noise brushes to make the material look more realistic. Finally, I saved the material as a smart object, which is convenient for the future. use.







----------------------------------------------------------------------------------------------
Current output image


Note-shaped table

Pillar




----------------------------------------------------------------------------------------------
Discussing perspective with teammate

----------------------------------------------------------------------------------------------Discussing light with teammate

----------------------------------------------------------------------------------------------
Discussing the nature effect with teammate

----------------------------------------------------------------------------------------------
What I learned in this Assignment

I think the most I learned in this assignment is teamwork and the process of making textures and materials. And the experience of project progress control and task assignment, communication, and time management.
----------------------------------------------------------------------------------------------
Also need to learn

Still unfamiliar with the pipeline

I have an understanding of the preliminary work of modeling, but I am still not familiar with lighting and rendering, especially the Renderman and other rendering settings and the settings of the shader are still unclear.

Don't understand the Maya particle effects
----------------------------------------------------------------------------------------------
Final Render Picture

评论

此博客中的热门博文

Moon Island --- Final Project of Rendering and Shading class

Walkway and Temple Generater Tool

Assignment04 Rebuild Mark Twain's House