Wednesday, 12 October 2011

Major Update 3- techniques I have learned.

Adding blueprints to assist your modeling.

I tryied the technique showed in the lecture creating 3 planes and alinging them and giving them textures.
 I must say even though I have seen it used in u tube also I did not like it. You have to set the dimentions of you plains acordingly, then import the material then add the texture then apply it make it 2 sided etc.


 I already used vieport pane and found it much easier and secure. Right click on the wireframe or whatever mode you are in.  Select the set viewport. Import the image set as bitmap and set it unlocked. for the next two I do the same but keep it locked with zoom. I then create a box  accurate in the blue print in view 1. I then zoom the other viewports until the box fits their dimentions then i go back to  set vieport and untick the lock.


 Creating the base of the necron destroyer- Bevel Profile.
To create the base of the necron destroyer I drew the base of it in 2d on top view. then on front view I creatied a line indicating the curve of the necro body. Then i selected the modifier bevel profile and selected the line as my guide. after some twicking with my guide line the object below was created
 Then with boolean I cut out 2 boxes and a cylinder from my shape.

 I then duplicated the shape moved the clone below it and substracted it leaving only a shell.

 I then converted to poly and deleted half the body to focus on one side. I then selected some polygons on the edge moved and extracted them to get the raised part.


 Then I created a capsule and rotated it, moved it and cloned it with 5 steps and then cut them out of the body with boolean to create the air vents in the body.

Major Update 2- techniques I have learned.

Creating the shoulder.
Because the shoulder has a curve  I design it in 2d with line.
Then in front view I move the two top vertexes, then with bezier corner I give them a curve.
I then go back to left view and extrude the 2d shape into 3d, Then i plase a box next to it and cut it with boolean. to get the desired shape. Then I add some more boxes and I substract them from the shoulder.


Pivot point
I also had a play around with pivot points. It seems when you group, attach or unite with boolean 2 shapes the pivot point goes somewhere between them. This is not always the desireble effect. In the image bellow I have grouped a cylinder (that rotates which raises or lowers the arm from the shoulder) with 3 cylinders which act as hydralics. I was not sure the angle I wanted the hydralics so I aligned the hydralics to the bottom of the rotatying cylinder. When I grouped and tried to rotate the hydralics did not spin around the cylinder.
So I went to the hierarchy and selected pivot only and then selected to aling to the cylinder, then unselect pivot only. Now the whole mechanism spins around the cylinder.



I do not know if it is needed but I also changed the pivot point for the claws setting it to the base of the claw, so now it i rotate the claw i gices the impresion of opening and closing.




Major Update 1- techniques I have learned.

Last proper updade was 12 days ago, below I will demonstrate some of the techniques i have learned since then while creating the dreadnought and the Necron destroyer.


Improving "create polygon"

In the picture below you can see a box scaled to one side ad the cut with boolean with a cylinder, this shape will be one of the pieces of the "toe" of the dread.
After the boolean it had no back side. So I when to polygon selected "create" and selected the vertexes.
 The result was a weird shape.
I took 2 steps which majorly improved the created polygon.
  1. I increaced the number of vertexes. I also activated snap with is set to snap at edges.
2. When creating the polygon I set the snap to vertex so I could acuratly select precisly between many vertexes.

 The result below is much better now.

 When the "toe" was ready I cloned it and aligned it to the base.
Editing normals. 
While creating your object I found it is always good practice to do a fast render just to make sure everything looks alright. The foot I created looks fine.

 But when rendered some of the polygons are missing.
 Luckly a couple of bosts before I faced the same problem which waws cause because of the normals.
I Deleted 3 of the toes selected the polygons that were darker and modified them  them with "normals" and fliping their normals. When I was sure of the result I replicated the tow again.


2d shape manypulation, bezial corners and Welding vertexes.
 At this point I am creating the claw of the dreadnought. To create the clade like claw I selected "line" in the 2d shapes. I did a tetragon with straight lines. Then I moved into the editor and chose the vertex selection.


I selected one of the vertexes, that touches the edge that I want to curve, and right click and select bezial type of corner.
Now two controlers appear, one for modifing each edge connected to the vertex. I do this twice and move around the vertexes and end up with the result bellow.
 When I am happy with the shape I    turn it into a 3d object with shell.
 I set the values  of the inner amount. then i cinvert to editable poly and select the top edges and place them in the center to create the sharp edge.
 I repeat for the other side
 Now the shape is made but  it is not closed and I have vertexes overlaping each other.One way is to select weld and drag and drop but with target weld it can be done much faster.
 WWhat target weld does is it allows you to weld groups of vertexes that are within a desired value. I selected all the top vertexes and selected in the target weld window, a control window appearswere you can alter the welding distance in real time  before confirming. It will also remember you last selected value.
In the picture below the  value is so high that not only is it welding the points on top of eash othe but neighbour vertexes also, so I lower the value. 
 It also lets you now how many vertexes were selected and how many there are after welding.

Even so bellow was a confirmation of welding.

Monday, 10 October 2011

Necron Destroyer half done.

Been busy creating the necron. Tomorrow I will make a big post with things I have learned so far.

Friday, 7 October 2011

Dreadnought finished.

I am pleased to say the dread is finished for now. Week four is about textures, so I will be applying what I learn to the dread.

I made 2 version of the model one of them is with its one arm all damaged and mangled.



Today I am going to take some pictures for the necron destroyer and start modeling.
I will also do a little write up after my tea break.

Wednesday, 5 October 2011

Dreadnought almost done.

A quick WIP photos show today. Tomorrow I want to start on the necron or the enviroment.



Monday, 3 October 2011

Begining of Week 3.

Week 3 is upon us.
I have made a reviewed mood board and story board replacing the chaos marines with necron destroyers.



I this need to add some bad drawings to the Story board.

I am hoping to have the dread ready by the end of the week. And Start creating the enviroment or the necron destroyers.

Here is where I am up to currently.