Modelling a Cabinet

Since the cabin is also the living quarters for the Captain he would have drawers to keep his personal belongings in. I looked at antique cabinets from the 17th century to see the style. I noticed that almost all of them had round bevelled feet. I seen this image and liked the style of it. Also  the locks on this happened to be very similar to what Rebecca designed on the treasure chest, its a sign! We decided the handles would be round circles like what we saw in another reference.

cabinet

Image Link [Accessed 30th Oct.2016]

We want one of the drawers to be opened so that we can have cloth hanging out using ncloth, as if it is a clothes drawer. I created the cabinet starting with the cube polygon. I scaled the vertices in and out to get the corner shapes of the top and bottom. I then created edge loops and selected faces to extrude out for the drawers. I used bevel on the drawer edges to give them more shape. The drawer that is opened was extruded out more than the others. I then selected the top face and extrude down to get the inside of the drawer. The legs and handles were created separately.

 

cab2

For the UV map a selected Automatic and it looked pretty good. I started to stitch edges together but there was so many UVs and it started to get distorted I reverted back to automatic, selected layout and normalise. The squares looked well and tidy so hopefully the texture will be fine without it being stitched.

cab-3

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Modelling the scrolls

In the 1600s they would have had scrolls of paper rolled up with a wax stamp or tied with cord. I created the open scroll by starting with a cube polygon, scaled flat and rectangular. I then used the Bend Deformer on both sides to give it that curled scroll look.

For the folded scroll I started with a pipe polygon, scaled the faces to look thin like paper. I extruded edges along the top and bottom and moved them inward to look like the scroll was rolled up several times.

Twisted Rope Tutorial 

I wanted to make a cord wrap around the rolled scroll. I followed the tutorial above to guide me on how to do it. I used the curve tool to make a path for the string to follow, wrapping it around several times. I also used soft selected to scale in the middle of the scroll as if it is being held tightly by the cord.

scroll.JPG

scr1.JPG

For the UV mapping I used automatic on the opened scroll. I attempted to stitch but they become distorted. I rotated the shells so that the squares where all going the same direction. As for the twisted cord I have no clue what I am doing there. I used automatic and seen lost of squiggles. I will be asking for advice with this because I am not sure if it is right.

fevgeg

 

Modelling a Telescope

A pirate is a sailor who needs a telescope to see across the great ocean! I was watching pirates of the Caribbean and I noticed Captain Barbossa had a small hand held one that extends out. I took that as reference and made our pirate one.

This was pretty easy to model. I started with a pipe polygon and and extruded the faces making it thicker at the top. I also give it a bevelled round each at the bottom.  I then duplicated the shape, scaling it smaller and placing it next to the bigger shape. I repeated this until I got the look of a telescope that can expand and retract into itself, as show below:

telescope

scoop

For the UV mapping Automatic seems to work well. I tried to stitch in places but it went distorted and looked better left alone. I selected layout and normalised the squares to get them straight. There is a seam but it can easily be hidden at the bottom of the telescope.

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Modelling Weighing Scales

We decided that a pirate would need weighing scales to count all their gold, so I looked at some ‘Scales of Justice’. I imagined it would be gold and metallic and also a centre piece on the Captains table. We could even have some coins on it and tilted slightly. I looked at some images for reference.

scale concept.jpg

Image Link [Accessed 30th Oct.2016]

I created the base by scaling the vertices in and out to get the shape. The top of the scales that hold the bowls was made by using the Curve deformer on a long rectangular shape. I made sure there was enough edges for the shape to bend. The bowls which the coins will be set in was made starting with a cube polygon. I selected the smooth tool until it was round. I then selected half the faces and deleted them, then scaled the shape until it was thin. I selected the faces on the bottom of the bowl and moved them up slightly, using scale to give it a flat bottom.

scale.JPG

I UV mapped the scale in seperate parts to make it easier since there were different shapes. For the base I used the Planar and stitched the sides together. For the bowls I used Cylindrical and the curve and hanging hooks worked well with using Automatic.

sca1.JPG

 

 

Modelling a Book

Book Tutorial

Really liked this image I came across. It looks very old time with the leather bound covers. I also like the idea of having books like this stacked on the Captains table, the way there are different sizes and rotated at different angles. I could imagine these books holding information about the pirate journeys or about the places they visit.

boook3

Image Link [Accessed 30th Oct.2016]

For our scene we have planned to have a bookcase (which is being modelled by Robert) with all different types of books. I followed the tutorial shown above to create this hard back book. I went for this tutorial because it also shows how to properly UV map it. Also it has an old fashion look to it, with a hard back cover and those curves sticking out along the spine. When the books are added to the scene this can be scaled to different sizes and thickness to look like different types of books.

book

The book had been made Low poly so the map was not too crazy. I did the cover and the pages separate since they will have different textures, the same with the straps on the spine.

book1

 

Modelling Barrel and Crates

Barrel Tutorial

I used the tutorial above to create the barrel. Starting with a cube polygon I scaled it to be thin and long like a wooden plank. I then duplicated the same plank several times. I combined the ‘planks’ and used the deform Bend to slightly bend them. I then deleted the history and added another deformer, this time curve. I curved the planks of wood in a circle until I got the barrel shape, as shown below:

After the main shape of the barrel was made I put the metal rings around them and also added a lid and bottom. For the crate I kept it very simple, using scaled polygon cubes and positioning them in a box shape (as shown). I wanted the crates to have gaps between the wood so that you can see what it inside them.

barrel-finished

Since I kept it to basic cube polygons with no extrusions the UV mapping was quick and easy. Automatic worked really well, all I had to do was stitch the box shapes together.

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Modelling the Globe

I looked at 17th century globes and researched what pirates would have in there ships, aswell as a map. I noticed the moulded railing style is used even on this, also dark wood. I Googled the globes and noticed the whole page of images where all very similar.

capture

Screen shot from Gooogle Image:  link

So going by what appeared to be the most popular looking globe I made my attempt at creating it. The legs where shaped similar to the table and chairs, using the vertices to scale the shape in and bevel the edges. The circles around the map was created from a polygon shape and resized to my liking.

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The UV map was tricky as this was the first time mapping an circular shape. I used the cylindrical UV and stitched some parts together. I then had to use normalise to fix the squares slightly. I hope that this is correct as a map of the world will be textured on to this. The legs where mapped similar to the table and chairs, using planar and stitching what I could together.

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Modelling the Door

I was given the task to model the door. I looked at different Pirate Ships on Google images and on TV. I found that the Captains cabin door was centred on the ship. Sometimes down a few steps or even up, but the door is always position in the middle. Some had double doors some single, depending on the wealth and size of the ship. They were all made of wood and most had some sort of metal decorating them. I came across the image below and liked the look of it. I will be doing something similar to the wood and how it curves at the top. I also liked the metal bars going across.

door ref.jpg

Image Link [ Accessed 28th Oct.2016]

I created the door in different parts. For the wooden panels I started with a cube and resized it to be long vertically and thin like a plank. The faces at the top were rotated in a way that when they are put together they are in a curved shape, as shown in the image below. I added some frames around the door, which would be connected with the hinges. The top frame was corrected using Deform and curve.

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Adding a UV map on the wooden panels was easy enough. I selected them individually and because they were a normal rectangle with no extrusions Automatic worked great. I then stitched them together, including the bottom and top. The rest of the door was also straight forward as I had kept to basic shapes.

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Modelling a Table and Chair

Since we are making the pirate cabin based on the Buccaneer Pirates we looked at items from the 17th Century.  I was assigned to do the captains table so I looked at 17th century furniture. I noticed that the legs or tables and chairs of that time have rail moulding, which seemed to be the style back then.

table-ref

Image Link  [Accessed 21st Oct.2016]

I used this tutorial to help making the legs. Using the vertices to shape the legs and get that rail moulding style. To create that moulded look that seemed to be the style back in the 17th century, I selected the vertices and scaled in or out to get the shape that I wanted. Similar to this tutorial video.

When creating the top of the table I kept is simple, with just a few extrusions on the bottom of the table for leg room. To get the rail moulding effect I started with a cube with several edges horizontal in the position for each mould. I used the vertices and scaled them in our out to get the look that I wanted. I then bevelled certain edges to gave it more shape. I had only bevelled a shape a couple of times before and had bevelled the whole shape. I discovered that this is wrong and that you should only select bevel on the edges you need it for, other which you will get unwanted double edges on every edge. I then had fun with the curve and wave deformer and created some decorations on the front. The chair would be matching to the table, so I used the same legs and scaled them to the appropriate size.

table

UV Mapping

Ensuring that I deleted the history and freeze transformations I then went to UV and selected Automatic. I would try this first to see if it works, if not I would try the other options. In this case the top of the table worked with automatic. All I had to do was stitch them UVs together, as shown below:

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The chair was a little more trickier as it was not a basic shape, but had soft select. the front of the chair textures are straight although the back is slightly slanted. This should not matter as you will never see the back, but if I have time I will try and straighten out the UV on the back of the chair (shown below). The rest of the chair was straight forward.

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The legs were slightly different. Using the Planar I had all four sides. When stitching them I discovered they stretched and distorted because of the different angles of the edges. Alec showed me a way to stitch together the sides by straightening them out first (although it was not perfect). Another way that he suggested was keeping the legs close together that are connected and stitch only the top and bottom as they have straight edges. It seemed to work fine since the table leg has edges on each side so seeing a seam would not matter.

 

Carlos Huante

In our lecture today we got a Skype call from Carlos Huante all the way from Los Angeles. He is a character designer for film and animation and has been working in the industry for the last 30 years. He has worked with many famous directors such as Ridley Scott, Steven Spielberg and Tim Burton. He brings character ideas to life with his drawings in both digital features and live action.

carlos-huante-header

Image link

Studios he has worked for include Disney, Dreamworks, Warner Brother and Industrial light & Magic. He has worked on television shows, games and Makeup and EFX aswell as so many well known movies such as:

  • Prometheus
  • Men and Black Movies
  • The Mummy movies
  • War of the worlds
  • Mighty Joe Young
  • Signs
  • Planet of the Apes
  • Van Helsing
  • Shrek
  • Alice in Wonderland
  • X-men
  • Batman Forever
  • The Grinch
  • Alien 4
  • Jumanji

During Carlos school years he didn’t really have a plan of what to do for his future careers. He did not go to further education because he did not have the money. He found he was very art competitive with himself. When he left high school he joined an art college but he found that they were not that good and he looked for more of a challenge. He started Life drawing and met someone that got him a job as a running. He did layout for a short time but he found he was not good at it. He then got a job in Ruby Spears working on the Chipmunks and designed the characters. At the age of 20 he got a job working on the likes of ghost busters and never looked back, he knew that it was exactly what he wanted to do.

He found that he was able to progress in his career by networking, meeting people through other people. This was how he got his first full time gigs when he was only starting out.

 

Carlos talked about his process in creating a character. He would get the script a week before he starts. He likes to get a really good description of the character before he starts to draw. There is a completely different approach depending on the character he is designing, like are the CGI or are they make up? There must be some sort of structure for you to be creative in. He must bare in mind the time scale he has to create the character (which is not alot of time).