OVERVIEW
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The film was modelled in 3D Studio Max 5 and 6. I began by working in 3DS 5 and upgraded to 6 after two months. I sometimes revisited the 3DS 5 files to render scenes, for example the last scene with the mushroom hill uses a plug –in called ‘Grass-O-Matic’ to replicate grass which I could only obtain for 5 and not version 6. I began by creating various robots out of simple primitive objects or box modelling (please see research – experiments section) and then decided on which one’s best suited my idea. I was either going to create a film with simple characters and a developed story and animation or a simple short movie with complicated animation and characters. Because of my systems capability to cope with the processor intensive rendering, I chose the first option.
This section documents some of the modelling techniques I used to build my final artefact. Because of the diversity of scenes, I could not explain how all the models were created but a selection has been chosen. As my knowledge about modelling developed I often found I was unsatisfied with previous modelling techniques and often re-modelled objects. The main character Juniper used a mathematical subtraction technique called ‘Boolean’ for his eye holes, but because of the unpredictable nature of Boolean, the mesh was affected and its structure was altered. However, this was the one model I had begun animating and decided it would be unwise to re-model the character when the viewer can not see the mesh of the object but only the objects surface.
1) CREATING JED'S TOWER -------------------------------------------------------------------------------------
2) CREATING THE CABINETS IN THE ROBOT MORGUE ----------------------------------------------------------
3) CREATING THE GUN ------------------------------------------------------------------------------------------
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I began by drawing the outline of the gun handles shape using the line tool to create a spline. The outline was drawn without mapping a reference picture on a plane but by eye using quick sketches I had made. I didn’t want a replica of the colt so decided it was best to model it based on my designs and not off photos. In retrospect it would have been easier to have made a sketch of the gun and map it, but it worked out quite well this way too. Under the line options (modify panel of the spline) in vertex mode I edited each point of the lines geometry to create the shape. I added new points with the ‘refine’ tool. |
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Then the inner spline was drawn and attached to the outer. This would make the basic shape of the gun’s handle. This was then extruded by 15.5 and kept at 1 segment to keep the polygon and face count low. |
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For the handle’s grip, another spline was drawn and extruded. This extrusion however was slightly greater to make the grip stand out from the rest of the handle. Although the texture of the grip would inevitably have a bump map with a high setting, I gave the grip more depth by increasing its thickness from the rest of the handle. |
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The trigger was created in two parts with the same method as above. Firstly, the outer rim was created using the spline tool. Then using the line tool again, the outline of the trigger itself was drawn. Both were then extruded. |
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The gun still looked very flat until I added the gun barrel. The barrel of the gun was created using a primitive tube object. The outer radius was set to 9.64 and the inner set to 7.158. To ensure a smooth barrel and to exclude the use of the MeshSmooth modifier, the segments were set to 32. The height and cap segments were set to 1 as no further detail was to be added. |
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The lower barrel part was created by cloning the previous tube and resizing it using the modifier options. The segments were reduced to 24. It was positioned directly under the top tube and placed so that a small of part the tubes mesh sat inside the gun. |
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The tip of the barrel was created using the line tool to create the basic spline and then extruded. Then using the FFD 4x4x4 modifier, the front was shaped. Below the tip, a simple box primitive was placed and edited using the FFD 4x4x4 modifier to shape the edges around the barrel of the gun. |
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The revolver was the trickiest part to model. The shape was built using the spline tool. A circle spline was used as a template to build the indented shape. The inner circles are 6 circle splines that were attached to the outer. The whole shape was then extruded. |
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The whole gun was then selected and a white material was applied. By applying a one tone material I had a better idea of the look of the gun, as the different parts were no longer multi-coloured. The laser part was built by copying the gun barrel and reducing the diameter of the tube. The segments were then increased to allow easy modifications to the shape. |
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The tube was then converted into an editable poly and three quarters of the object was selected. Then the selection was set to ‘local normal’ and extruded by 1.5. The whole object was then flipped so that the thin end was towards the handle of the gun. |
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The laser part was then copied and edited using the scale tool to create the eye piece. This was then placed behind the first laser object. |
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To join the laser tubes to the gun itself, a simple box primitive was created and shaped using the Taper modifier. The box was then copied parallel and three sets were made. These were then placed along the top of the gun to attach the laser to the gun. |
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4) CREATING THE WINDING STAIRS ---------------------------------------------------------------------------
5) CREATING THE ELECTRIC CHAIR FOR ROBOTS ---------------------------------------------------------------
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Firstly to create the basic seat, a 6x6 box primitive was created with the height set to 1. This was then converted into an editable poly. Then the four central polygon faces were selected and in ‘polygon selection mode’ the ‘soft selection’ menu was opened and the ‘use soft selection’ box was ticked. Then the gizmo was lowered along the y axis to create a dip. To make sure the polygons along the back faces are not affected, the ‘affect backfacing’ box must be un-ticked. |
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The back of the chair was created from a box but the shape of the object was edited by applying the FFD 4x4x4 modifier. This allowed me to alter the structure of the box and give the chair a quirky appearance. The arm rests were created by purely cloning a chamfer box with segments set to 1 and a fillet of 3. Before cloning the chamfer box I made sure the smooth option box was ticked. |
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The decorative features below the arm rests were created by drawing the shapes with the line tool and extruding the splines. Then the extruded objects were mirrored across. These features were added to not only build up the bulk of the chair but to make it look frightening and ominous. |
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The legs of the chair were made from a box object with a height segment of 6 and then converted into an editable poly. Then two of the segments near the bottom of the box were selected, inset and extruded in, one more than the other. Then a Taper modifier was applied to the whole chair leg. The leg was then mirrored across the x axis to create a second leg. Then both the legs were mirrored to the opposite side. |
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To create the electric coils on the side of the chair and on the leg rest, a cylinder was created with 14 height segments and 18 sides. This was to ensure that once the Bend modifier was applied, the cylinder would bend adequately without requiring smoothening. The Bend modifier was set to an angle of 337 along the Z axis. The cylinder was then copied another 6 times and placed on the back of the chair. The seven cylinders were then mirrored across. The leg rests cushion was created from a chamfer box and converted to an editable poly where soft selection was again used to dip the centre. The base of the leg rest is a simple1 segment box. The seven coils from before were copied again and positioned on the side of the leg rest. |
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The whole chair was then selected and frozen to make working on the other parts easier. To make the stand for the external switch box I firstly created the base of the stand from a hemi-sphere. This was converted into an editable poly and the centre faces inset and extruded inwards. Then a smaller section of the top faces were selected and extruded up. The Taper modifier was then added to this newly extruded selection. The shaft of the stand was created from a cylinder with 8 height segments. Each alternating section, excluding the base section, was selected inset and extruded in to give the shaft a more detailed appearance. The Bend modifier was applied to the cylinder to create the curve in the shaft of the stand. Its parameters were set to 99.5 along the Y axis. |
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To create the main part of the stand for the switch a box was created, converted into an editable poly and then the front face was inset, bevelled in, inset again and extruded in. This creates a little detail around the edge of the box. The buttons are simple extrudes of a circle spline and the handle is made from a cylinder in between two thin chamfer boxes with another editable poly cylinder attached as a handle. To make grips on the handle, a similar technique that was used on the shaft was employed. |
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The electricity wires connecting the switch to the chair were made by applying the Bend modifier to a long thin cylinder with a radius of 0.006m and a height of 3.198m. To ensure adequate bend on the cylinder the parameters were set relatively high, 24 height segments and 18 sides. These were then positioned accordingly. |
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A hemi-sphere object was then created for the head plate. To mould its shape, the FFD 4x4x4 modifier was applied and then it was converted into an editable poly so that the bottom faces could be inset and extruded in. The bars connecting the head plate to the back of the chair were made by applying the Bend modifier to a 16 segment 24 sided cylinder. The radius of the cylinder was about 0.038m and the height set to 2.182m. Then the cylinder was mirrored along the X axis to make a duplication which was positioned accordingly. |
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To balance out the aesthetics of the electric chair I added a column with switches on its left. This was made from primitive objects. The base is a hemi-sphere that has been squashed using the scale tool, the shaft is a 1 segment cylinder with 24 sides and the body is made from a box. The box was converted into an editable poly and the front face was inset, bevelled, inset and extruded in. To create the switches on the front a box object was converted into an editable poly and in vertex mode its shape was edited to replicate a light switch. This was then cloned 6 times. Then the whole body was twisted to face inwards by applying the Bend modifier along the Z axis at an angle of 39.5. |
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CREATING THE OPENING BOOK SCENE -------------------------------------------------------------------------
CREATING THE CHILD'S BEDROOM ------------------------------------------------------------------------------
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