Tutorial 1 - 3D shapes
This was the first tutorial we were given and was just showing us the basics of the program. We simply had to place three differently coloured shapes on a checkerboard ground.
This first image shows my progress shortly after placing the shapes and the use of the multiple viewpoints.
This screenshot shows the basics of creating a material for rendering. This particular material was a checkerboard for the rendering of the floor. It shows how you can alter the individual characteristics of different aspects, such as reflection, colour and transparency and how you can change values for each of these.
This again shows how the preview changes with all the other alterations made to reflection and such. It gives you more of a feeling for what the final product will be like.
Tutorial 2 - iDevice
This second tutorial was slightly more difficult and gave us a feel for combining objects together. In this case, a cube and a plane. We also imported skins onto the object for a more realistic final render.

To begin with we spawned a cube and changed the dimensions to give it the correct shape for the iPod. From there we placed a circular and square plane at the correct coordinates to act as the screen and circular dial whilst also making them the right sizes.
Again, this shows the placing of the planes using the coordinates to make placement as precise as possible.
This screenshot shows the final product, having imported the images for the screen and the menu wheel. It also shows off nicely the lighting tool, through which you can add precise lighting to your object.
Tutorial 3 - Glass and Bottle
This tutorial allowed us to begin using some of the NURBS tools, in this case the lathe NURBS, in which a 2d image is rotated and extended around the Y axis.
Using the Bezier tool I started off by drawing a slender champagne glass shape, making use of altering the anchor by holding shift and make for more precise contours. I had to make sure that the initial point had the coordinates of 0,0 to make it easier for the first and last point to line up properly.
This screenshot shows the near completion of the 2D stage to making a wine glass. From here I just had to link up the first and last points.

This shows the new shape of the glass, post NURBSing. After looking at the rendered view I noticed that the stem of the glass didn't look realistic as it was too sharp an angle from the top half of the glass.

To combat this I went back to the side view and reshaped the stem, making the contours flow more instead of being a sudden angle.

And this is the final rendered view. From here I simply made a clear glass material and applied it, as well as a floor material and adequate lighting.
Tutorial 4 - Perfume bottle
In this tutorial we carried on with the NURBS lathing but altered a specific setting to drastically alter the final outcome. We also were able to make use of the ability to colour each face independently.
We started by going Edit>Configure>Back and then selecting the appropriate image from the image menu.
After that I used the Bezier tool once more (though you could use other such pen-esque tools too) to outline half the bottle before lathe NURBING the Dickens out of it.

Once the object had been successfully NURBed I selected it in the objects list and altered the subdivision value to a lower number. This gives the bottle a triangular/square etc shape.
With that alteration I was quickly able to make 3 different shaped bottles. The third one in the picture to the right is made up of 2 separate bottles placed on the same coordinates and rotated to form a star shape.
By using the face select option and holding shift I could then select ring around the bottle to be coloured a different colour to the rest of the bottle, again to make it look a little less flat.

This is the finished product. Made quickly and easily with minimal effort it's a very good example of the capabilities of the software.






No comments:
Post a Comment