Wednesday 14 December 2011

Shop Shelving


The shelving was the next thing to be added to the shop, this was a simple creation of just some cylinders acting as legs with a chamfered box that had a boolean applied. I tilted some of the shelves to make them easier to access. The next part of the shop is to add a till onto the counter.




From the final production I have taken a screenshot of what the shelving looks like when it is placed in the shop. I particularly like the wood I used for the material. I applied a chrome metal to the legs which compliments the wood.






Monday 28 November 2011

Shop Counter

Here is the counter for the shop which will have the till on it.


When I was making the couner I created the chamfered box as a base. I then extruded the front section inwards so I can put a map of finchinfield underneath in glass. On the top of the counter I dipped the top so there is space for the till. When I made this some of the surface was deleted, I found out a new way of adding to the surface which will definitley be helpful for other models. To create the extra surfaces you click on the 'create' button in the editable polygon option and then click on the vertex to join up the surfaces.

Shop and Main entrance

The next room which I am going to furnish is going to be the shop and main entrance, this is quite a small room in the building where some gifts and books will be for sale aswell as where information can be foound. Here are the floor plans:

As you can see at the rear of the building a door leads in the room, this will be the main entrance, you can also see on the right that there are two spaces where the old doors were. The old door and window are going to be restored and placed into the building but not used, this space will be left free as it will be a nice feature for the old features to be there. Also on the left is a door that leads throughn to the museum which will also have to be worked around. I plan on having a till placed against the front wall leaving the other walls free for shelf space.

Sunday 27 November 2011

Toilet and rail modelled


I feel now that the disabled access toilet is coming together well, now I have completed all the components that make up the toilet. I just have to apply the objects with materials and put the in the room. Adding the materials will be tricky as this is an area I don't feel very competent but online there are many resources for creating many materials.

Here is a screenshot which shows the toilet and rail which I created.


This screenshot does not show the safety rail next to the toilet but it was simply created by using the loft tool, I simple drew the shape I wanted the rail to be in and filled it in with a circle shape.

The toilet was created by using a chamfered box at the top, which I slightly adjusted to get a realistic shape, the tube connecting the top to the bottom was created with the loft technique. The toilet lid is simple a cylinder shaped to fit the toilet with the toilet base being another cylinder which I selected certain faces and manipulated the shape and size until I was happy with the shape.





Monday 21 November 2011

Still to do for the Disabled Toilet

To get the disabled access toilet finished I have to model the actual toilet aswell as the safety hand rail. I am in the process of finding the easiest way to model the toilet, as it is quite a round object it will be tricky to model, I have to identify which base shapes will be the easiest to work from. There are many different components to the toilet which I have to consider but as my skills are improving I feel I will be able to complete the toilet with no worries.

Dyson Dryer modelled not yet rendered


I have finished modelling the Dyson Dryer, it resembles the original dryer quite well. I am pleased as I have managed to model a complex object which is by far the hardest thing I have modelled yet. Here is a screenshot of the finished dryer with a brushed metal finish.

I am yet to add the Dyson Airblade logo on the dryer but to do so I will use UVW map tool. This will allow me to go into Photoshop and add the graphic I wish and then wrap it on the dryer.

Since I have finished the model I have thought of different ways I could improve it. One way I realised when I went to smooth the object, it didn't evenly smooth the entire model. This could have been overcome by using the soft selection tool, to get a smooth effect with the soft selection tool I could have dissected the shape into many segments and manipulated the points. Soft selection allows you to manipulate multiple points of an object in a smooth way, doing this by affecting the selected point with the most pressure and gradually smoothing out the further points.

Friday 11 November 2011

Sink and Tap

So I have started to make the Dyson dryer, which I am currently in the
process of making, to add to that I am making a sink and taps.
First of all I created the sink, for this I started with a chamfered box; the box was the basic sink shape followed by the next step adding depth in the sink which I done by using the Boolean tool. This was very effective for getting an even finish for the sink basin. The next step towards the sink was adding the taps, for this I used a modern cylindrical design with the tap controller pivoting on the top.

So I had a nice looking sink but not the finished taps, this is where I came across a problem because I made a tube and using the Bend tool I managed to get something resembling the water tube but not up to par.

New Technique

I was then told about the Loft tool which made creating the tube a lot easier. This technique was new to me so I had to learn it. I drew a line in the shape that I wanted the tap to follow, and then I drew a circle which was the shape I wanted the tap to be filled with. So once these were created I went to the compound objects tab and then to loft and then clicked ‘get path’ which linked the circle with the line and created a shape for the tube. I was happy with the shape but not that the ends of the tube were filled in so I was shown a way to add take away the filled caps at the end and create a nice flush finish by using the edit poly and manipulating the shape. This new technique I learnt will definitely benefit me throughout the module as I will be able to look at creating objects in a different way knowing there may be an easier way if I was to use loft. Here is the sink finished but not rendered.

Wednesday 9 November 2011

First Room - Disabled Access Toilet



The first room I am going to look at is the disabled access toilet, this will be a good start as I can get familiar with the 3DS max userface and refresh my memory of the functions and navigation of the software.

Here is the floor plan which shows what sanitary facilities are going to be fitted, the first of which I will model is going to be the hand dryer, I have two options, there is the standard boxy hand dryer or the Dyson style had dryer to choose from.

Here are the plans to show where each facility will be.








I have a few images showing the Dyson Airblade from different angles which when it comes to modelling will be very useful. I have also made a sketch of it so I can understand the lines it follows and the curvature of the dryer.

Here is also a rendered image of a 3d model AirBlade




Now I can attempt to create my own version of the Dyson Airblade.

Friday 4 November 2011

Research:Initial assessment of plans Research of restoration & Finchingfield Pictures

Throughout the assignment I am responsible for creating the interior items that will make up the museum and the functional rooms of the guildhall. It is important to get the feel right as it is an old building it doesn't want to be spoilt by ultra modern furnishings, on the restoration page on the Finchingfield website it describes it as a "sympathetic project" which means if we are to do a good job then we are to be sensitive in terms of the way we layout rooms ensuring we block no important restored windows and have furniture which is in keeping with the feel of the building. It does say on the website that new furnishings for the kitchen and toilets will be installed, so for these rooms I can add modern facilities as they will need to be hygienic and be hard wearing. It also mentions about a great new layout which will maximise space, before I create any furniture for the rooms I will look at the plans and see which is the best way to have the rooms laid out. The idea of the restoration isn't to give the guildhall a single function it is to be a part of the community and used for an array of events such as meeting or exhibitions.

Having taken a brief look into the Finchingfield website I can take a better knowledge of what I want to achieve through this project.


I am assessing the plans to find out which room will need items of furniture and from there on I will quickly sketch up what I need to create.

Rooms:

Ground floor:
  • Disabled access Toilet
  • Shop & Main Entrance
  • Museum 1
  • Museum 2
  • Library
  • Service Cupboard
  • Lift

First Floor:
  • Female Toilets
  • Disabled Access Toilets and baby changing x 2
  • Top Hall
  • Guild room
  • Kitchen


Finchingfield Pictures

By taking pictures of the field visit it will allow us to refer back and make sure we are getting the details right, as it is an old building it will be important that beams and structure are kept exactly to the plans.

Images from the day at Finchingfield can be found in the flickr link...

http://www.flickr.com/photos/54243956@N04/sets/72157628084774815/




Friday 23 September 2011

Reaction To Brief

After reading the brief it seems there is a different direction to take with the use of 3ds Max, first of all to model my head will be interesting as I am sure I picture it different to many others and achieving a realistic head may be tricky. Last semester I struggled with creating a realistic texture so I may have some trouble when it comes to rendering textures to the head. As we are learning organic modeling techniques it will give a new perspective on what the program is capable of which may enhance the realism of my model head, as when I think organic modeling I think natural lines and uneven surfaces.

The second part of this module is to visit Finchingfield and discuss with the developer the development of the Guildhall into a public museum, as the modelers we are expected in groups of 3 or 4 to develop an animation which can show one of the following:

  • How the Guildhall has impacted on the local population
  • How it has been used to support the community or generically
  • How Guildhalls have been part of British history and how the Guildhall at Finchingfield fits into that broader picture
  • Taking the plans for the redevelopment of the Guildhall and producing a walk through of the building
Initially I am swaying towards the redevelopment of the Guildhall because I have always had an interest in architecture and refreshing an old building and being free to develop it.