Animation Assignment (Momentum)

After planing my animation, I just got started with what I drew on my planingsheet. I actually managed to complete the entire animation in 6 hours due to my earlier years of experience with animating. Although I did run into some problems I still haven’t managed to fix. So unfortunately I had to leave it at that, but I see it as a minor problem and not the main problem.

The animation from a Orthographically view:

The animation from a Perspective point of view:

The minor flaw in the video is that I managed to convert the last pipe into an editable poly which broke its rig. But on the other hand, I don’t think that this is a big problem with the rest of the animations in its entirety.

Another minor problem is that I have a really awful internet connection and it is theoretically impossible to upload the 2 videos I have from this animation due to their size. So as a result I had to downscale them in size which made the resolution drop a notch.

Despite all the problems with the rendering and the internet, I think I actually managed to complete the animation with it being quite decent like I mentioned. Animation isn’t my hardest challenge, that would be the 3D modeling, but I feel good about it and I think I did pretty good on my 3D modeling assignment as well. I am actually looking forward to making more now.

Until next time.

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Finding inspiration for Animation

For this animation, I need inspiration and references for a bouncing ball.

So I’ve gathered 5 different youtube videos as my references when it both comes to momentum, the stretching, the impact when it hits the ground and realistic movement.

Number 1

Number 2

Number 3 (Made by a student)

Number 4 (Made by a student)

Number 5 (Made by a student)

After gathering all the references, I downloaded the planing sheet from Moodle, and put together a scenario of how I could see the ball go from point A to point B.

Planning Sheet-Recovered.png

I really want to focus on the momentum in this animation, of the ball just gaining more and more speed by hitting other objects. Despite how I want my animation to be realistic movement, I also want it to have it’s own identity, so with a tint of cartoonish airtime I think it will turn out pretty decent.

Until next time.

Game Assignment (Dead Tree) – Part 3

A short recap from last time, I finished my tree. It’s theoretically done, but I also wanted to export it into Unity, which means I needed to export it into a FBX file. After doing a bit of research, I figured out how to import the FBX file into unity. But aside from that I also wanted a bit of landscape around it with some mountains and such, so I started off with creating it.

Unity 1.PNG

For the texture on the ground, I put together two pictures I found on google which was these two.

depositphotos_22588557-Dirt-Road-Seamless-Texture..jpgMountain rock dark texture.jpg

I wanted my environment to have this dead look, but with a tiny tint of life blooming up from the ground. I took the inspiration from different stranded dead trees in random desert pictures I found on google.

Unity 2.PNG

After scattering the trees I made around in the environment I made in Unity, I also wanted the light to be fitting with my environment. I moved the sun quite a bit further away and ended up with another scenario.

Unity 3.png

Now that this assignment is complete, it’s time to move over to the animation assignment.

Until next time.

Game Assignment (Dead Tree) – Part 2

So where I left off last time was when I finished modeling the tree. Now I will focus on refining it, making it look more like the reference pictures from the video game Runescape I listed in the previous post, scaling down the polycount and finally UV map it.

I first started with scattering all the branches around the tree mast instead of having all of the branches on the same side. I also attached the last root to its mast as well.

Shaded and moved

After the small refinement, I scaled down the polycount and colored it brown to match with the actual color of how I wanted the tree to be.

Dead tree.png

Now It is time for the UV mapping. I started out with selecting all theTexture reference used branches and flattening them out to apply the texture.

I ended up with 8 UV maps in total for each branch on the tree. I mainly used this picture which I found on google as the tree texture.

 

The UV map of the mast of the tree ended up looking like this so you can probably figure out how the 7 others ended up looking like.

UV Main branch tex.png

After applying all the UV maps to the tree and all its brances, it ended up like this.

Dead tree finished.PNG

Now my focus will lay on exporting it into an FBX file and import it into Unity.

Until next time.

Game Assignment (Dead Tree)

So I first started off by finding reference pictures for dead trees. The main reference source I used for my Dead Tree model was from Runescape.

Reference picture - Dead tree from Runescape.png       85933182283942398                  Dead_tree_old

 

First off I started drawing my tree in 3DS max like I did with the Arcade Machine. I drew the shapes of the branches and such like the Runescape trees have. Very crooked and sharp edges.

Finishing lofts

Then I continued to scale them down at the edge to make them more pointy. Trying to make them look similar to my reference, I went in dept inside of the actual game to be able to rotate around the entire tree.

Lofts done.PNG

After shaping it, I am now going to turn it into an actual model. Next up I have to refine the edges and make them even sharper. This does not apply for the bottom roots, because they will be under the ground and not visable during the rendering of the tree in the game engine.

Tree shaded.png

Now that the tree is an actual model, I will focus on refining it, downscale the polycount and UV map it.

Until next time!

Arcade Machine (The final Result)

After around 10 hours of work I managed to finally finish the Arcade Machine model with UV maps and everything.

I did not export it into an FBX file and import it into any game engine, but I am currently keeping that as a future goal.

The Front

Arcade Machine 1.png

The Back

Arcade Machine 2.png

The Closeup

Arcade Machine 3.png

So this will be the last update for now on the Arcade Machine.

Until next time.

 

Arcade Machine Screen (UV Map)

I started working on the UV map for the arcade machine’s screen.

I found an image on google I photoshoped and bent it into the form of the actual screen.

UV Map 2

I am very happy with how the actual screen turned out, all though I do wish to add some glass materials over the actual UV.

Pic 3.png

Next up will be tweaking the texture and trying to get it to fit in with a Team Fortress environment.

Arcade Machine (UV Mapping)

Hello, this is a follow-up from my latest blog post. Today I will be texturing the Arcade Machine I recently modeled. After going through the Digital Tutors tutorial.

I started off with trying to make the UV Map for the entire cabinet.

UV Map

And as a result the arcade machine ended up like this

Wip 7

Next time I will focus on completing the screen.

Arcade Machine

So I wanted to get a bit more training in 3D modeling, so I decided to make an Arcade Machine following Digital Tutors’ tutorial on how to make an Arcade Machine.

Using their format with drawing shapes I started off with the side of the cabinet.Wip1

I continued following the tutorial by merging the two pieces together into one object.Wip 2.PNG

After sorting out where I wanted my screen to be, I cut out the middle piece from the object and shaped it into a round screen.Wip 3

Now that the base model was complete, I started using my creativity to make my own buttons, joystick and coin slot. Derailing a bit away from the Tutorial on Digital Tutors, this is what I ended up with.Wip 6

Now it’s time for texturing. I’ll cover this in my next blog post!

Until next time!

Getting started

20151002_154500My name is Martin André Flagstad, I am a student at Noroff University, and I am studying Animation and 3D Modeling.

This is a temporary blog made for the 3D modeling and animation course. My plan for the future is to use my domain http://www.MottonBunchie.com as my main blog. But as for now, this is where I post my projects.

If you have any questions, I’ll be happy to answer them.