Creating
a Shovel
Another 3D modelling programme which is commonly
used in the animation industry is 3DS Max which is also owned by Autodesk.
After practising with Maya beforehand I feel that I have confidence to
understand and use this programme, albeit still at the stage of being new to
animation.
With 3D modelling, once an object has been made,
it then needs to be unwrapped and then textured. What this means is, and to
give a simple example, if I modelled a box I would then ‘unfold’ it, using a
method called Mapping and then using Photoshop edit images and colours using
the numerous tools to create the effect I want to place on the image.
The first object I am going to create will be a
shovel. This will be created using two basic shapes, a Box and a Cylinder, and
by manipulating the Polygons (faces), the edges and the vertices (points which
make up the shape), I will be able to create the blade and the handle for the
shovel.
To model the shovel I first created a box which
initially was made too large. To create the box I clicked on the Create button
on the right hand side of the interface and then selected box. By clicking and
dragging on the grid on the screen the box had been created, but due to the
size I had to edit this so that it was slightly longer and much flatter.
To do this, I clicked on the Modify tab on the
right hand side of the interface and then selected Edit Poly from the drop down
menu. From this option I can then select from the sub-category, either poly,
edge or vertex to manipulate the shape I have created.
I selected the vertices by clicking and dragging
over the ones I wanted to edit. To ensure that I selected the correct vertices
they change colour from red (unselected) to blue (selected). I also have to
ensure that although the vertices I can see have been selected, as I am
creating 3D models, the vertices on the side I cannot see have also been
selected. To do this I have to rotate around the object and this is achieved by
clicking on one of the Polygons (faces) of the object and when holding down ALT
+ the Middle Mouse button I can pan around the object to a view which makes it
easier for me to see.
Once I have selected the vertices I can then edit
them. In this instance I wanted to move the vertices outwards so that I could
change the original square shape into a more rectangular shape, but ensuring that
the object was not too long nor too wide. To move the vertices I have the
options to move, rotate or scale. In this instance I wanted to move the
vertices and to do this I pressed the shortcut key which is W. After I have pressed this button I am able to
move the vertices up, down, left, right, forward, backwards, in or out on the
X, Y, Z axis.
Y = Green Axis = Up/down
X = Red Axis = Left/right
Z = Blue Axis = Forward/backwards or In/out
Once I had moved the vertices to achieve the
height and width I then wanted to make the object much thinner. I went back to
my Modify list and selected Polygon from the Edit Poly category. I clicked on
the face I wanted to edit, again pressing W, I used the Z axis to push the
object down to make it thinner.
By editing the vertices and polygons I was able to
bend the shape to create a slight curve that a shovel has on its blade.
To create the handle I went to the Create tab on
the right hand side of the interface and chose Cylinder. By clicking and
dragging on the grid my shape was created, but again this was too large and it
had to be edited. Also, as a cylinder is made up with numerous polygons so it
maintains a smooth shape I have to reduce this as I am creating a low polygon
animation. The height, width and the polygons I can edit in the Parameters menu.
Now I had modified the object to the right height,
approximate width and the amount of polygons I decided to taper the handle. To
do this I selected the vertices on one end of the shape and used the Scale
Tool, by pressing R, to reduce the width of the shape.
As the two shapes were now created to form the
blade and the handle of the shovel I then unwrapped and textured them. See the
blogs on Unwrapping and Texturing on how I achieved this.
After I had textured the objects I then linked
them together by selecting the ‘handle’ and clicking on the chain link icon in
the top left of the interface.
Shovel
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