Thursday

Scene & Prop Creation

Here is a breakdown of the components which made up my scene, and how I made them.

I began by creating a plane with many cross sections which would become the floor. Using the paint deformation tool, I painted in some geometry which would make up hills and valleys surrounding the beer festival.

After this was done I added a simple fence made up of boxes with one extra edge to create a point, which was then copied along another box which acted as a support. Once this was all together I made a large square enclosure for the beer festival to take place in.

The marquees consisted of boxes very similar to those of the fence panels, but this time stretched out much longer and made hollow so that the character could enter it. To finish it off, I used the chamfer tool on the top edges to give the effect that it wasn't just a rigid shape.

The food and drink stalls were made by taking a large box and using the inset and extrude tools to cut a large opening where a person could stand. By selecting and moving each vertex individually, it allowed me to make a large enough space inside the box so that it did not look cramped. I made a sign for the stalls by using a box with many width sections, and moving individual vertices, pulled them out in such a way to give the effect of a rustic, broken wood sign.

The sausage on top of the food stall was just a cylinder to begin with, I removed the polygons on the ends so that it was hollow, and then cut a sphere in half and welded it to either end. Using the soft selection tool, I bent the sausage to give it a more natural shape.

The apple was made using similar techniques, a sphere which was reshaped a little using the soft selection tool to give it a dip where the stalk would grow out from and a tapered bottom. For very little work a very effective product came out of it. Adding a little more detail with a cylinder for a stalk and a plane for the leaf, I ended up with this as a final product.

To make the chairs and table which the other people at the festival sit on, I began by taking two boxes (one for the tables) and chamfering their edges, to remove their jagged edges. Once this was done I added four cylinders to the bottom to form the legs. For the chairs, I also added another two small cylinders to support the back of the chair.

To form the hotdog that the man orders, I took a copy of the sausage I had made previously and made it much smaller so that it would fit in the hand of the character. To create the bun that it would go into, I simply took a box with two cross sections and intruded the middle section into the box. Adding a mesh smooth modifiers, it created a quick and easy, yet high quality bun. It has astounded me in this project how sometimes such simple starting geometry can turn into very detailed models with clever use of modifiers. To create the plate that the sausage would be served on, I took a very short cylinder with an inset on the top. I intruded the inset to create a lip around the outer edge of the plate and then added a mesh smooth modifier to clean up all the edges.

To create a series of flags and banners, I began by taking cylinders and making them quite thin and tall to create the actual flag poles. As for the flags themselves, these consist of planes. In the case of the welcome banner, I wanted different text on each side of it. This caused a problem as planes are one sided, and using the force 2 sided option when rendering simply showed the other side backwards. To combat this, I made the plane into a very thin box instead, meaning that I could use the UVW Unwrap modifier to create a texture file I could easily manipulate. With this done, I had two different types of flag that I was happy with.

To create the stein that the character would drink from, I started off by taking a cylinder to get the basic shape. I selected the bottom two rows of polygons from the cylinder and pulled them out, giving the stein a wider base, much like the real ones have. I used the inset tool to create a very thin lip at the top of the stein. This was to create the actual walls of the stein itself. By intruding the middle of the stein, there was now a large cavity all the way to the bottom. Finally, the handle was created by extruding out two polygons on the side of the model. I used the method of shift + dragging the edges of the polygon out to create new ones, which I in turn welded together, to create the one final handle.

Finally, the casks. To start them, I took a cylinder and gave it many cross sections. Using the soft selection tool, I highlighted the row of polygons in the middle of the cylinder, and began scaling them outwards. This gave the barrel a curved shape all around it's body. I used the inset tool and extrude tools to create the wooden caps at either end of the barrel, so it looked as though the plants where overlapping.

To create the metal rings holding the cask together, I selected two rings of polygons from the cask itself and shift + extruded them out, turning them into their own entity. Once I had done this I built up the edges so that they were a solid block. This piece took no time at all, but really added an extra element of depth to the model.

The taps on the beer casks was made out of a cylinder with many cross sections, much like the cask itself. The extrude tool allowed me to selection a portion of the cylinder and make its diameter much smaller than the original, forming the cap that would be attached to the cask. Using the soft selection tool again, this time I rotated the polygons around, making a smooth curve to form the spout of the tap.

Finally the stand which the cask is placed on. Much like the way I created the metal rings, I began by selection two rows of polygons on the cask itself. This time however, I only selected those along the bottom of the model. The reason behind this was to create a perfectly fitting and snug base for the cask to sit on, so what it looked natural and unlikely to fall. Once I had extruded this section out, I selected four points on the stand which would create the legs. Extruding these down to the floor, I felt there was still something missing from the item. I then realised that there weren't any supporting struts between the four legs, and it would simply collapse if it was real. To combat this, I used the connect tool to create some square holes, which I extruded out to connect the legs together.

As for lighting, I will be using one omni light as a sun, at about 1.3 power as the modifier variable. This creates a good brightness, and also a nice, long shadow from where it is placed in the scene.

The modelling stage of my project is now complete, it is now a case of texturing and animating my scene, which I will make a post about in the future.

Edit: We have decided to use the skybox from Simons scene, as it seems to be the most realistic and best quality. By all using the same skybox, I feel we will have a more consistent looking video.

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