Today I finished the final part of the flower. I changed the shape of the of the flower petal a little bit and added the flower petal around the pollen part of the flower. I lowered the flower leaves I had under the pollen so they wouldn’t overlap or go through the flower petals. For the flower pot I added a circle in it to look like soil and I textured it using the GlazedCeramic mia material preset texture. I also added a plane under the flower pot for the ground. Also I added physical sun and sky and render with final gathering and global illumination using mental ray to make the overall final render better. Below are some images of the final renders.
This week I continued more on my flower. This week I wasn’t working on the actual flower, I was modeling the flower pot for the flower. The flower pot wasn’t as easy as I thought it would be to model (probably because I was thinking polygons when I thought about making it) and it was kind of annoying. At first the CVs weren’t shaping a little the way I wanted the flower pot to be shaped, but I manged to fix it. For the bottom of the flower pot for the part the has a hole in it, it was annoying to figure out how to create the hole using nurbs. Using Edit Nurbs –> Booleans doesn’t work according to what I found online, evn thought the option apparently is available.
Figuring out how to create the hole, along with how to use the trim and project surface curve was time consuming but I did figure out how to create the hole using the trim tool. I tried to attach the bottom part of the flower pot to the rest of it using attach surfaces but it wasn’t working which was annoying. Below are a couple of pictures of progress and a render of what everything looks like so far.
This week I started on my final part for self directed since next week is March Break. The final thing that I am modeling is a flower using all the stuff that I learned about nurbs. So far the flower is going good, but there has been some small little problems. At first after I drew the shape of the leaf with the CV curve tool, I couldn’t figure out with how to fill it with surface patches (similar to polygon faces – in a way). I figured out how to do it and to do it you have to go to Surfaces –> Planar. When I first tried it, it didn’t work and I thought I was using the planar tool wrong. The reason why it wasn’t was because the curve shape wasn’t closed. To join CVs together go you have to go to Edit Curves –> Open/Close Curves and if you choose Ignore like in the picture:
then the CVs will close the curve (and be “merged” just like how vertices get merged).
So far I have modeled the flower stem, one basic petal shape, the start of the pollen center and a leaf. Below are a few pictures of progress mesh and a render of what the objects look like so far.
This week I followed a tutorial that demonstrated how to model a lamp using nurb curves and cylinders. The tutorial wasn’t too long but for some reason it didn’t show how to model a light bulb for the lamp.The shape of my lamp base didn’t end up looking similar to the one made in the tutorial because I’m not that good at drawing curves but it didn’t end up looking bad. I learned that for corners if you place around 3 CVs in the same spot that it will make the corner more sharp. Also I learned that when you revolve a CV curve if the curve is turn in a little then the shape will actually be curve and in some. Below are some pictures of progress and final renders with plain color.
This week I followed a tutorial that showed how to model a TV using various tools and techniques. The tutorial had numerous steps and I learned a number of things from it. From the tutorial I learned:
- about using hull mode
- how to using and insert isoparms
- CV shaping techniques
Adding an isoparm isn’t really that hard. All you have to do is click and drag on an edge for where you want it, then go to Edit NURBS -> Insert Isoparms. Isoparms help with shaping nurbs objects. Hull mode is useful in shaping nurbs objects. It is also useful to use after inserting isoparms since the isoparms create hulls for helping with shaping. There are a couple of CV shaping techniques that I didn’t know before. Like for example, scaling CVs affects the shape of the nurb object.
My TV didn’t end up looking the same as the one in the tutorial because I messed up some how on the font of it, and I’m not sure how. Plus the stand part isn’t too good because I didn’t make the curve that well. I think it turned out look good for being my first “actual” nurb object that I created. Below are some pictures of my progress and a final render.
This week I followed a couple of tutorials that explained the nurbs surfaces loft and the birail tool. The loft tool allows you to select two curves and lets you create a a face between the curves in the shape of the curves. Editing the shape of the EPs/CVs changes the shape of the lofted face. I knew a little bit about nurbs surfaces loft from from previous tutorials but from the one I just watched I learned more useful tips about the tool that I did not already now. In the other tutorial I watched it showed how to use the birail tool. With the birail tool 1 (depending on which birail you choose depends on how many curves you have to select) you select a profile curve and two rail curve and it create a face there. I find the birail tool can be useful but you have to make sure that all the points of your curves and snapped together or the birail too won’t work. The first picture is of the nurbs surfaces loft and the second ones are two different views of the birail.
For self directed this semester, I am learning how to model in Maya using nurbs. I looked at a couple of tutorials that showed how to use the basic nurb curve tools. The tutorials went over how to use the arc tools, CV curve tool, EP curve tool and the pencil curve tool. Before I didn’t know that what some of these tools did and I find them useful, like the pencil curve tool. I also learned that if you edit points of a EV curve, the object created using the EV curve shape will be changed which I thought was interesting. In the images are a glass I created using the EP curve tool and and object created from lofting three EP curves.