Friday, 30 October 2009
Presentation day
Thursday, 29 October 2009
Experimenting with texture
First, I changed the bump map within the material editor, so that the image appeared with more texture to it. I did this by dragging and dropping the Map file down to the bump section within the Maps parameter. This, as expected, made the texture look more as if it was actually a wooden object.
(Using the bump map editor)
One final touch that I did to make this look even more realistic was to add a 'Strauss' effect within the 'shader basic parameters'. I increased the glossiness up to 87 originally, but then moved this down to 50 to give a duller effect on the wood. I was then happy with the results and the effects shown on the object, and could repeat this process for the other pieces of wood.
(Using the Strauss option)
So that all of the pieces of wood did not have identical patterns, I altered the wood texture image slightly in photoshop and saved it as a different file name. The main alteration, among others, was to remove the wood chip on the front face. I then used this new image to map to the various objects in 3D Studio Max, using exactly the same technique as before when doing the front wooden block. The image below shows the final result.

(Wooden blocks rendered)
The completion of the wood material then spurred me on to add a material on to the metallic base of the frame. I completed this much in the same way as I did for the wood, except by using an anistropic shader instead. The source image was a grey paint texture that I found from the Internet. I then imported this into photoshop, and placed a fill colour behind. I then made this partially transparent so that the texture came through. By using the 'bump map' option in 3D Studio Max, the texture came through nicely as expected.

(The final rendered image of the materials)
Creating the base
Then, using the parameters section, I could then scale the boxes to the correct size. The first box that I created measured 60.96cm in length and 10.95cm in width. The height was 14.99cm. I could also set the fillet level to 0.51cm so that the edges became rounded rather than completely square. Placing this object in the correct position as per my reference photograph, I then used the clone tool to create an exact copy and placed the second object where it needed to go. The clone tool setting that I used for this is shown below:
Now that both side boxes were complete, I then created the middle chamfer box, as shown in the image above. Doing this in the same way, I selected the same depth for this object, and made sure that it was wide enough to fit between the first two boxes without a gap between. I then made sure that the fillet level was the same as per the other two boxes that I created.
(Boolean tool used to join the base of the machine)
(Bolt that connects the wooden base to the machine base)Tuesday, 27 October 2009
Setting the units
(Conversion table)
Using this conversion table, I will keep to the measurements of the pump, which will be particularly useful in later stages when the group collates ideas.
Now that I have the correct conversion data, the next thing that I did was to change the unit settings in 3D Studio Max. To do this, I went to Customize - Units setup, then made sure metric and centimetres were selected. I then clicked system unit setup, and again selected centimetres. This then changed the measurements within 3D Studio Max so that I was then working with Centimetres, so that any objects I created, were then related to this scale.
(Converting the scale to centimetres in 3D Studio Max)
The scale of the pump is 4x2x4 feet. So that I keep to these specific measurements, I decided to draw a plane just beneath where the model will be placed. I made this 120.92cm x 60.96cm so that it was equivalent to 4 feet wide by 2 feet deep. Later on in the project, I shall create another plane that will give me the guidelines for the vertical measurements. To create this plane, I selected 'geometry' and used 'standard Primitives'. Within 'Object type', I selected plane, and drew a rough square in the top view. I could then alter the width and length measurements within the parameters section.
(Plane created underneath where the model will go)
Thursday, 22 October 2009
Museum of Power - Initial thoughts
The machine was built in 1929 and used as a Crude Tar Pump until the end of 1986, where it was then purchased by the museum for ten pounds.
As a group, we ensured that many photo's were taken from various angles whilst the machine was moving and still, and we also took some video footage for animation purposes. The image below is the primary one that the group will be working from in order to create the model. Further down the line, we will all be using other photographs that we took in order to obtain more intricate detail.
(The J. Evan's reliable steam pump)(Information sheet for the Steam Pump)
Monday, 19 October 2009
Saturday, 17 October 2009
Animation
In order to create the animation above, I used the 'Autokey' function located at the bottom of the screen. I then dragged the 'slide bar' across to a particular time frame, and moved the vertices around accordingly. When I played the movie, the vertices moved smoothly which showed the animation on my model. The main problem I encountered was that as I mirrored the entire model, I could only make animation adjustments to both sides at the same time. Fortunately, I did not mirror the eyes, so I was able to make one of the eyes fall out, whilst the other one looked at it. I made the eye that fell out look like it was compressing at the bottom of the fall when it hit the floor. I did this by using various time frames, and gradually compressing then decompressing the eye. It was then a matter of playing around with the animation until I was happy with the way that it worked and the timing of it.