Thursday 21 November 2013

Missile


Now for the Missile!!!

First the missile needs to take a basic shape so a cylinder needs to be put on the canvas but the back of the missile needs to be created first. So a small standing cylinder needs to be created and converted to an editable poly.

Now were ready to Bevel the cylinder so a sort of rounded cup is created with the bottom of the cup as enclosed as possible. Once this is complete we can now just simply extrude the inner part of the rounded cup so that now we have body for the missile.

Now to shaping the front is just simply beveling the front of the body of the missile so that the size is roughly the same as the rounded cup see example below.


Once its beveled it’s a matter of simply extruding it again slightly so the point or head part of the missile can be formed. This is  the bevel tool but instead of beveling the head of the missile in sections you actually use much less. So basically you bevel outwards and bring it in but not filly first to add depth to the missile and this is repeated for a second time and this time closing the bevel so that a point is formed.

Now to the main shape of the missile is complete, the detail for the body of the missile can be created. This again is another cylinder put over the skinny part of the missile. The second cylinder should fit over the middle part od the missile so extrude will need to be used for length and the standard resize tool should work on making the size of the cylinder fit to the missiles back and front. See example below.



Next the middle needs to be visible so basically segment of the cover cylinder will be removed so that the body of the missile is visible. See example below.



Once this is complete the back end of the missile is extruded and beveled so it looks more jet or rocket like. After this is complete its time for the detail for the back end of the missile that was the original cup end or the part that has just had the engine created on it. Now simply the back end is extruded so its sort of cross shaped see example below. Once this is done editable poly attributes should be changed to the points or vertices, this will allow the user to select the tips of each segment of the cross and using the move tool pulling them back for a sort of mean looking effect.






Now the middle also can be extruded out so that they have a similar fin type effect and some segments will have to moved but see example below.






Once this is complete the last thing is to add materials or colour through the material editor and you have a futuristic missile.


The missile is a main weapon for this project and since the theme or project aim is futuristic this missile would fit perfectly, the missile’s center piece also can rotate to add more excitement also it will make the missile look more complicated and good. Also a good particle or flame effect can be added to the back end of the missile to add more of a violent or a sense of travel to the missile. One other thing about the missile is that missiles travel pretty fast so this can be shot and travel at very fast speeds because of its shape.

Monday 18 November 2013

Polygons And Vertices


Polygons And Vertices

This is an important factor in any animation or 3dimensional project. This is because 3d modeling is complicated and if you make everything in the project more than what it needs to be it will take longer to load and run, this is similar to the creation of a website, the more there is that there is no need for increases the loading time and reduces the running speed of the website.

For this project the 3 dimensional models have been created with this caution in mind so that it would reduce the loading time of the model and the loading time of the entire project when it comes together.

Certain techniques where used to keep the polygon count and vertices count to a minimum. Techniques such as symmetry that only requires the user to create half of a model and just duplicate it to make it complete. Also deleting unnecessary vertices from the model is key in keeping the polygon count low as well.

If a user were to press number 7 on a keyboard this would display there polygon count and vertices count in the top left corner of the 3ds max window.
This then allows the user to keep track of their polygon count.

Also trying to create a model from one box or cylinder or sphere reduces the polygon count because you’re adding and taking things from one original shape which is of course more convenient, this can be done through methods such as scaffolding in 3ds max which allows things like extrusion and bridging to connect certain polygons in a particular shape or model.