Maya – Week 5 Fireplace build and other Small models

We started this week by attempting to use Mudbox to create some proper bricks for my fireplace. To start i went about making a proper displacement map out of an existing brick texture in Photoshop. I did this by adding a black and white filter, and then adjusting colour levels to try and make this texture as black and white as possible, meaning making the divets in the bricks as black as they can be and the bricks being as white as possible with little grey inbetween to get a more defined bump map.

After i’d used things like photo filters and literally painting out some of the bricks into white, i went into Mudbox and made a simple plane to test out the brick texture on. I first increased the subdivision level on the plane to get more detail on the bricks, and then used the bumpmap i had created as a stencil overtop of my plane. I then used the sculpt tool and started painting the stencil onto the plane, tweaking the strength on the sculpt brush to a higher sensitivity occasionally.

The bricks weren’t as defined as i had originally wanted, so i went about going back into photoshop and a combination of levels, curves and a gaussian blur to remove a lot of the noise and grey little pieces inbetween.

I then made another plane and repeated the same process, making a new stencil with the new bump map.

This was looking a lot better compared to what i had previously and was something i was a lot happier with. I then scaled it a bit more on the Y Axis to make the bricks more defined with the divets and liked the result a lot more.

I Then went about trying to extract a displacement map through mudbox’s extract texture map, though unfortunately, Mudbox’s 2022 version absolutely refused to work in terms of exporting this, meaning this now stands more of a proof of concept with mudbox, as i’ll have to use Maya to do my bump mapping.

After this i went about using a simple cube and using the Duplicate special, and spaced them apart and created a load of identical copies of the cube in a row.

After this i sculpted a couple of them to look not so linear and made one in particular higher then the others in the middle as i wanted this to be the keystone of the fireplace, then i used a nonlinear deformer and bended the cubes into an arc. I also built a very rudimentary fireplace interior simply using the extrude tools.

After this i was having some problems with the UV’s on the interior of the fireplace, this was due to some of the way it had been modeled as i needed to use a combination of multi cut tools and adding divisions as the mesh wasn’t symmetrical, and then smoothing the UV’s using the smooth UV tools.

After this is textured the keystones, using the sculpt tool to also make them look more non uniform and adding a high bump value. I also textured the actual floor and interior of the fireplace, I also used a high bump value on this to give these a lot more geometry. I also extruded out some parts to make the fireplace look a bit more blocky on the hearth.

This fireplace was looking a lot better now.

However a big empty fireplace was looking a little bit empty, i remembered how i’d tried to build out some logs for a log cabin earlier on, so i repurposed that and used it to put some logs into the scene, making them have a high bumpmap for geometry and using the sculpt tools to make them look a bit different from eachother.

I then wanted to populate my scene with a couple other things, like a couple wineglasses, so i used the same skills i had used for the bottle but did the same thing in making the spline of a wine glass.

I also took the time to build a book, using the extrusion tools and adding edge loops along the way.

The glass was textured fine as it was simply a default glass texture, however the book still needed to be textured properly. I sorted out the UV’s to a decent amount and went about separating out the textures, i originally had some issues with this due to some small bugs but managed to work it out and put some placeholder textures on just to make sure it would work.

After this i added in some better textures. I then went through and made some variations in photoshops, and created two better bumpmaps for the pages and leather book casing.

I then started adding all of these things into my scene, attempting to make the scene more lively and full of items.

An issue that i had for a long time was attempting to make my lantern cast light properly, as the glass object encasing it was preventing light from coming through even with transmission on, i originally tried to fix this with multiple different ways, such as tweaking transmission, specularity, intensity and exposure of the light, and finally i found some solutions. I set the texture to turn shadow casting off and it was finally going through the glass.

The problem with this was that it didn’t cast shadows on anything at all, meaning the light was shining through objects that it wasn’t supposed to. I fixed this by turning cast shadows back on and then going into the attribute editor spread sheet and turning off cast shadows on the actual object instead of the light. this then made the light look a lot better.

I then went about positioning the objects around and tweaking the lantern a bit more and then rendered out some still that i’m much more happy with.

ZBrush and Maya – Mounted Deer Head

I wanted to make a mounted deer head for my rustic cabin scene as to experiment around with ZBrush. I’d seen that the smoothing and sculpting tools were easy to approach in ZBrush and could make some highly detailed things but when making things before i’d started off with a basic human head shape. I Decided to start off with a basic reference photo from google images and make a geometric low poly deer head.

After this it was just a simple task of adding in edge loops with symmetry and pulling apart polygons until i had a very rough shape of what it was going to be. I did this in an orthographic view port facing head on just to pull apart polygons as i found it easier to do then using a proper spline setup.

After this it was looking fairly good in an orthographic viewport but it had no depth to it on the Z Axis. Using just the perspective view and the soft brush i went about pulling out vertices on the Z Axis and giving it more depth.

It started coming along with adding more edge loops into parts like the horns and pulling out the edges very quickly.

After this the low poly head was done, i got both versions of what it would look like subdivided and polygonal and took it into ZBrush afterwards.

In ZBrush i went about both using the DemStandard cut tools and the move tool to pull apart and smooth the mesh down to get some results that i liked. I focused on deforming both the horns to look a little more organic then before and tweaking the eyes a lot. A lot of the difficulty i found with doing this was finding out the organic shape of what a deer’s head looks like with muscular structure, as all deer have fur covering the skin, and had to deduce through a lot of refrence images what it would look like.

Overall i’m happy with the way it looks now aside from the hole in the mesh that i’ll need to sort out, and may just add some more polys to flesh it out a bit more. Afterwards i’m not concerned on adding texture to the skin as this will be covered with fur and i may do so using Maya’s Bifrost engine.

After working with my professor Nick later on, i managed to fix this small hole in the bottom left of the mesh by closing up the hole using the move tools as much as i could, and then remeshing the subtool. I made sure to go inbetween undoing and redoing this to get the hole closed while still trying to keep the mesh as detailed as possible, as remeshing at a high level destroyed all detail. I let the project lay dormant after a while as i had some other things i needed doing, and then came back into the project after revisiting some of the ZBrush work from Week 5. I used the polypaint to make a very simple colour outline, and then decided to record the rest, using a combination of different colours in painting, smoothing the colours together, adding in textures via alphas, going back and subdiving the mesh more to get better detail on the alphas, and overall making the deer look much better.

Below is the process of doing this at over 2500x speed.

After this the deer was finshed, after being subdivided at around 5 million polys. i took this into Maya after using the UV Master tools to create a UV and making a displacement map / texture, after adjusting the bump on the displacement map to not explode all over the place, i realized something was wrong with the actual mesh.

I had some theories as to what was happening, but most of them stemmed from when i began subdividing in the process of creating this in ZBrush, as after remeshing my mesh had lost a lot of polys and when adding in alpha detail i had to divide again. I believe this broke the mesh in a weird way in ZBrush, as after consulting my prof Nick and getting his gracious help, The problem was in fact that ZBrush had broken up the mesh when exporting, which would cause major issues when applying textures and displacement. This was solved by turning off textures and displacements, grouping together all subtools, and then checking using the grid feature inZBrush to make sure the mesh was all in one object. I eventually used this exact process again when creating my Nordic Axe to make certain it would transfer properly into Maya. I imported the Deer into Maya and fixed the bump map once again blowing up even though it looked fairly neat.

After this it was finally done. I imported it into my scene and rendered it out. Overall i learned a fair amount i feel, and got a bit of a better feel about what i should and shouldn’t do when using ZBrush in terms of the workflow and also helped me learn to troubleshoot some issues like things not grouping or holes in a mesh.

I also built a very small plaque for the head to rest on in the scene out of wood in the shape of a pentagon simply using some edge loops and moving them around, though as this was in a dimly lit area in the scene for my room its not as visible

Maya – Week 4 Curtains, HDR Box and scene lighting tweaking

Firstly, i noticed in my room build that there were some issues with the walls, as this was made to look like a log style cabin, the logs are meant to be lined up and roughly the same size, though one of the walls was not the same. I used the viewer tools to disable the grid in the viewer, then went into the UV Editor and lined it up by moving it and scaling around more.

I went about making some tweaking to the lighting of my scene, as i needed to start making a couple changes as the scene seemed much to bright. I used the lofting techniques similar to the revolve technique used for the glass. i used the CV Curve tool to build a short wavy spline to look like a curtain, then used duplicated this twice and pulled them down to use for the loft.

After this i used the Loft function on the splines and set it to use control points and output polygons.

After this i applied a brown fabric style texture and started and added a low amount of transmission allowing light to pass through similar to glass. I went about tweaking the curtain’s control points as it was looking really blocky originally, this was due to some of the control points overlapping so i went about going through these points and separating them. I also used the soft selection tool to move some of the control points around and make the curtain look a bit more organic and like a fabric.

After this i put a side by side of the spline before and after i had fixed the blockiness and made it look a bit more organic,

Unfortunately i noticed that the top of the curtain was clipping into the top of the windowsill fairly hard, so i went about adjusting those control points to make it just overlay on top of the windowsill. I also saw that there were some holes in the above board mesh and that there was a lot of messy and really sharp geometry, so i used the smooth sculpting tool to fix it up a little bit.

At this point i really was hating the colour and design of this fabric, so i went about changing it to a more grey fabric texture, and adjusting both the transmission and the specularity, as a semi see through cloth shouldn’t have almost any reflectivity.

I liked these curtains a lot more, though i felt like a snowy log cabin might be better for the outside HDR Box, and may change the overall feel of the lighting.

I Experimented for a while with the lighting, however i realized using an HDR Of a snowy background wouldn’t have a whole lot of lighting difference and would be a lot more blue in terms of lighting and decided to stick with the original, though i tweaked the Lamp’s colour tempurature and the exposure levels of the HDR lighting.

I Then decided to add in some other things i’d built, such as a plate and the chairs i had built in week 2, i tweaked the bump mapping and textures on both and also added in the cheese i had built, then scaled everything properly and edited them in scene.

After this i tweaked the lighting for a couple hours as i was really finicky with it, experimenting with exposure and intensity, and eventually settled on this. Overall i’m happy with the end result.

Next i’d like to add more of the models i’ve previously worked on into the scene.

Maya – Lantern Build

I had originally wanted to build a Chinese style lantern for my Room build in Maya, though there were a lot of changes in the design process that ended in me essentially throwing out a model, starting from scratch again and just doing a new lantern. I started with simply building out the base of a lantern, utilizing both the extrude tool and the symmetry tool. I had issues with this and had to restart a couple times as the symmetry wouldn’t co-operate due to the amount of faces not being equal, but eventually managed to get it working. I used these tools making sure to add divisions to the extrusions as i went along, and using the soft selection tool to get curves on the sides of the lantern as i went along. I also build a simple bulb in the middle by scaling and moving the verticies in a cylinder.

Eventually through using these techniques, i ended up with this Chinese style lantern. Unfortunately i hadn’t taken UV’s into account, and there were a lot of issues with the model such as they symmetry on certain things being wrong, the model being over complex, and not fitting in with the overall scene i was going for. I originally also thought i had lost the model, so i ended up just starting over from scratch, but used the techniques i was using prior and the mistakes i had made with symmetry especially to focus on making the new one much better.

I went with the same way of building this out, and came out with something that looked more akin to a regular lantern. I used a torus at the top for the ring, and the ring can be positioned upwards or downwards as I’ve set the pivot point at it’s bottom. I also built a glass encasement for the actual light so that the light could go through it. I did this by just adding a glass texture and making sure the transmission would work well with the light going through it.

Previously i had tried multiple ways of putting the light inside of the fixture, such as using a single point light which kind of worked but didn’t work too well as i wanted the light to come from a single point. I originally had wanted the light to come from a single ball or sphere but putting the light in it would immediately diffuse it as it had nowhere to go out from since it was in a sphere. This also didn’t make sense as for an old lantern it shouldn’t really have a ball lighting it, in terms of real life it didn’t make sense. I wanted a coil light and asked my professor, Nick for some help. I learned about using Mesh Lights; objects that acted as a light source, and made a mesh light out of a helix to make the lantern appear to have a lit coil inside, tweaking the helix to be long and thin along the way.

Along the way i made a texture to apply to the lantern as well, a cast iron texture i had simply found online, and gave the lantern a very light bump map to make it feel a bit more organic. I also tweaked the specularity to give it a bit more roughness and a cast iron feel.

After this as my previous blog post stated, i cleaned up some of the UV’s and did some tweaking to the atmosphere rendering and how it would interact with the mesh light, and this was the final result, which while i’m happy with it overall, it took a lot of different tweaking with the mesh light to get what i felt like to be the correct colour tempurature, intensity and diffusion.

Unfortunately once again my bread’s displacement bumpmap had just disappeared due to Maya’s weird ticks. I fixed this and then upped the bumpmap on the cast iron and was happy with the result.

Maya – Week 4 Bottle And Room Revamp

The room that i had built had some small things in it but needed to start to be populated with some items to look more lively, i started by making a simple green glass bottle for the scene. i Did this by instead of building it out meticulously through using a cylinder, hollowing it out etc, i used the CV Curves tool in the sideways window viewport to draw out half of a bottle in splines.

After this i centered the pivot point to where the bottles halves would meet by hitting D on the keyboard and snapping too the first control point.

Then i went into the revolve tool and made the revole axis preset set to Y and had it sweep at 360 degrees and set it to only 8 segments as this was a bottle and wouldn’t benefit from having a high number of polys. After that i simply applied it and came out with a bottle.

Unfortunately when i was making this Bottle it ended up having an issue with putting some control vertexes where they shouldn’t have been, as i was new to using the tool. This was creating some weird edges in the bottle that shouldn’t be there.

I started deleting the control points that were a problem and also moving around some control points to tweak the shape of the bottle, as the spline would directly corollate to what the bottle’s object would look like.

After this I Imported the bottle into my scene, scaled it down to size on my table build from earlier, then gave it a glass texture and set the transmission to green to give it that wine bottle look.

After this, the wine bottle was finished and rendered into the scene, and was working properly as a reflective green bottle.

While working on this, i started wanting to fix some things with my room build. For one there was no proper ceiling, and the floor and walls were extremely drab with the way they were presented. I originally had wanted to build my room as a log style cabin, though i went about this in potentially the worst and most convoluted way possible, specifically in building out cylinders and stacking them on eachother, then deforming each of them and adding separate wood textures to each of them.

This was a bad way of working as it would both up the poly count and bloat render times. Instead i simply went with making a log style by using a texture from polyhaven that was a wood walls texture that looked like logs, and making the bump strength on the displacement set very high. Previously i had extruded some of the alls and repurposed some of the wood assets to build out windowsills as well, though since this was a log cabin i wanted the wood from the log cabin to build into the wood from the windowsills so this overlapping wasnt as much of an issue. I also cleared some of the unused textures and also fixed up some of the UV’s on it.

While fixing the UV’s i had a fatal Maya bug in which i couldn’t scale textures at all. Previously i’d found ways to get around this error but i needed this solved to progress as the floor in the image needed to be scaled to look larger and add more segments to the tiling. I ended up using a way of troubleshooting where i simply reset Maya by renaming the Prefs in it’s userfiles to OldPrefs, forcing it to create a new preferences folder in the process and getting rid of the bug.

I also used this time to go through and change some things from what i’d previously done. For one the Lantern i had built prior had some pretty awful UV’s, so i went about fixing these by doing a combination of segmenting the UV’s into better shells and scaling them or just using Camera Based to fix some. UV’s are not my strong suit, so a lot of the time Camera Based UV’s can be a life saver for me or just fix UV’s that are having Bugs or Problems.

I also messed around a bit with making the atmosphere on my renders, specifically around the coil light have a bit more atmosphere to bounce light around on, so i experimented with making it a bit stronger.

I tweaked it a bit afterwards as now there was too much atmosphere and it simply looked cloudy, but while rendering this i noticed an issue, the bread i built being very smooth for no particular reason. I noticed that somewhere along the way, the bread’s displacement map had just failed to load in properly at all. I took this opportunity to fix this and also to add a slight bump map to the bread’s plate, and to add some roughness to the plate’s specularity as it was a bit too shiny.

After this, i re-rendered these things out and they looked much better.

Maya – Week 3 Tap Build

I started this tap build by simply using a cylinder and decreasing the subdivision count then using the edge selection tool and deleting some faces to make the shape hollow, then using the extrusion tool to build out the shape of the faucet attachment to the wall.

After this i went about using the extrude tool, building out the faucet and adding subdivisions as i went along, trying to round out the faucet in the middle and then create a dipped neck, using the soft selection to dip it down and rotate it properly.

After this I realized i had made a mistake, as i originally had built out the faucet all as one object, and this was going to create major issues in terms of UV’s and texturing the object, as well as this, there was some weird topology issues going on with the faucet’s end that needed to be fixed. I went about deleting some faces and building out the faucet’s top using other pieces of geometry to have more control over the textures.

Next i went up the actual faucet head, building as i went along with different shapes, building segments and using both the extrude tool and symmetry to build out things like pipes and nuts for the head of the faucet, then using both the extrude, scale and symmetry tools to build the head. With the UV’s on the head, originally the UV’s looked fairly ugly, but this was fixed by using a UV Based camera and adding seams in some places where it wouldn’t be seen easily.

After this i went about texturing the object. Originally in viewport it would simply look like this, as reflective textures do this in the maya viewport without lighting. As this isn’t really beneficial for use in actually working out the texture, i used a combination of viewing the textures in the live render viewport and using the hypershade to tweak the textures.

Originally the texture that was supposed to be applying wasn’t linked in properly so after linking this in it looked a lot better. I also tweaked the bump map a bit to make the cuts in the metal look a bit more realistic, tweaked the specularity roughness and added a colour correct node to change the colour of the metalic texture overlayed to slightly tweak it a bit and give it a bit of a darker colour.

After this the tap was looking a lot better, and i went about implementing it into my room scene.

While implementing this into my scene, i really didn’t like the way my sink was looking, as originally it just had a plain white texture. I decided to check the UV’s to see how easy it would be to go about doing some things with the texutre as i wanted to make it have a black marble ish basin. The UV’s were a mess as this was originally extruded a lot without thought for the UVs, so i went about cleaning them up a bit, either by the grace of Maya being finicky or a bug in Maya 2019, Maya refused to let me move my UV’s around properly, however i went about cutting the UV’s and sectioning it off into shells, then using Camera based UV’s on those shells to make the Textures look a little bit better. As this basin’s textures were both marble patterns and also very dark, a lot of the cuts in the UV’s wouldn’t look as noticeable, and i’d be able to add in a new texture.

I then added a small bump map to the texture, reduced the specularity a little and added a bit of roughness to the specularity and finished up the basin and taps. I may come back at some point and just slightly drop the bump map just a little more as i went back and forth between adding and removing it, but i may just tweak it a bit later in some renders to make it a little bit less bumpy on the edges.

Maya – Week 3 Bread Buildout

I started out with making just a simple cube and throwing it into a lattice to deform it a bit, then added more divisions and subdivided it to make it kind of look like a rounded small loaf, after that I went about sorting out my personal favourite thing to always do, the UV’s, as the actual shape for this object isn’t very complicated.

The mesh isn’t overly complicated so I went about cutting out the bottom of the bread loaf and then making two separate UV shells; one for the top and one for the bottom.

Now I’ve got a bread loaf texture for the outside, but it’s very flat and low poly and kind of looks a lot like some bread from Skyrim or a different game for the early 2010’s.

This bread is looking both really dark and really flat, so I upped both the exposure on the texture and also added a bumpmap, originally the bumpmap and displacement shader were set to super high and made the mesh freak out, but after some tweaking it was actually starting to look like real bread.

In the middle of the bread there’s meant to be a divet and while there is a bit of one due to the bump and displacement, this needed to be way more. I used both a combination of the lift surface and grab mesh sculpting tools and pulled around the triangular portions of the texture to raise the crusts of the bread and give some small dips and raised edges to make it a more organic shape.

After this it was time to make a cut in the bread, This was done by just simply taking a cube and giving it some divisions, then using a difference boolean to make a cut through the bread, after this I separated the UV of the new exposed area of the bread and gave it a new texture, as it would have the look of the inner actual bread as opposed to the crust.

Originally the mesh of the inner part of the bread was a complete mess due to me using the boolean and cutting right around a raised portion of where I’d been sculpting a lot. This just meant more work but also getting a bit more familiar with using the grab tool and both moving around UV Shells to fit textures and also relaxing vertexes to fit the actual texture and not be so circular and ugly around the edges of the mesh. This took a while but managed to get a result I both liked and got me more familiar with the UV Tools so at the end of the day was more a happy accident.

After doing this I made a slice of the bread which wasn’t very hard considering it was just using the same tools as before, I duplicated the loaf and then cut into it using another boolean on the other side, then moved the second piece over and rotated it to be on it’s side. I then went about redoing the UV’s on this side as while it was nearly the same, the Geometry was slightly different and the UV’s needed to be re straightened and moved around to fit the mesh, as in the second image you can see that the top half of the bread has some white where the UV’s weren’t properly straightened.

Next I built a very simple plate for the bread to sit on and gave it a wood texture, and gave it some small divets just by adding some edge loops and changing the Y positions and extruding.

I then tried adding a displacement shader to the plate just to get a very small amount of organic geometry and came out with this result.

Seems like the displacement shader may be just a bit too strong, so i took it down a couple of octaves and tried again.

This looked a lot better, so I upped the subdivisions on render as it was the only thing in the scene and put a spotlight on it to see how it would look with some proper lighting. I also messed around a bit with getting the displacement and bump to a point where I didn’t think it would be too rough with the air pockets in the bread slice texture.

Now something I did that was fine at the time of it being in a small contained scene was putting subdivisions on render on. This caused many problems the second I took it back into my table scene as while it was fine on just moving things around, Rendering became an extremely painful and long thing to do and I couldn’t figure out why as I’d forgotten what I had done with subdivisions.

I was able to get a single low quality render after over half an hour of rendering with difficulty but upon trying to save this render, Maya would crash repeatedly. This was because I had forgotten about the subdivisions and was subdividing the bread over 5 times, resulting in millions of Polygons. I fixed this and then went about making two renders of the final finished bread model with the plate.

Maya – Week 2 Nurbs and Cheese Block with Booleans

Started with reviewing just the Add edge loops tools and also using the multicut tool to create faces between verticies and to clean up geometry. Learned about using the center pivot and general tidiness of keeping a scene tidy or troubleshooting. Also learned about creating shelves and using the sculpt geometry tool, keeping with the themes of good topology with models.

.After this we went about reviewing using Booleans on objects to use other objects to dent into another’s mesh. With the poly count on each object being used directly correlating to how “Smooth” a boolean cut object would be.

While this does create some messy and illegal topollogy, on simple things that require very little texturing this should be alright, I Decided to use these techniques to work on making a small cheese block.

I originally wanted to use the orange juice preset texture as it originally looked the closest to what i wanted to get in terms of colour, but this added a lot of reflection and really just ended up not looking a whole lot like cheese, so i used the rubber preset and tweaked the colours from there.

The cheese block needed a lot more detail so i started over, added shaped it out into the way i wanted it to be and added some more divisions, which immediately caused some issues with the mesh. I Cleaned this up just by using the smoothing tool in sculpting as deleting any faces or verticies would make for some really messy topology.

After this i shaped out a rough shape of what i wanted this cheese wheel to look like, as this didn’t quite have the shape i wanted still, and used the soft selection tool settings to make the shape of the cheese very straight as it’s meant to look like a cut from a cheese wheel and while selecting it with a curved falloff radius soft selection as opposed to linear it was looking really curved.

After this i went about using boolean intersections to cut multiple different holes and then using the sculpting tools to push and pull around the mesh to give it an organic look. While the holes look a little bit almost crusty or crumbly, this is made to look like cheese which has a very organic and random shape, so this actually worked in the favour of the shape as opposed to a problem.

Next i went about just fixing some of the textures and going about getting the feel of the colour right, adjusting the transmission as i wanted some of the thinner parts to have light come through them more and giving it a noise bump map as previously it was mostly just a uniform colour with no real bump to it. I went through multiple iterations on the colour and the bump trying to get it right.

This was the final render after tweaking the noise bump map for a while.

After this i learned about Nurb objects and their differences between polygonal objects, specifically in them being able to handle intersecting objects easier with how it uses splines and curves to generate shapes. I Started with simply making a boolean on a polygonal object and then doing the same with Nurbs objects, with the process being different between the two, having to intersect a Nurb object first and then Trim the object afterwards.

While these may look like the same result, they actually aren’t, with the Nurbs object being a hollow object now with a hole in it, and the polygonal object still being a whole object, but with an added face through the difference boolean appearing to “cut out” the shape. A texture could be added to the new face of the polygonal object, while there is no new face on the nurbs object, but an absence of one. Next i went about combining two nurbs objects using the same methods, but combining two nurbs objects into one to make it a complete object with no missing faces. I originally had some issues with this as i had intersecting seams that made using the trim selection tool split into two and made creating fillet not work, but after fixing this small issue it worked much better in combining the two objects.

Next i took this into the live viewer and it was looking a little bit jagged on the edges still, so i upped the number of isoparms (which would be the equivalent of a surface on a poly object) to make the object smoother.

After this i added a checkerboard texture, showing off the clean UV’s you can get from a Nurbs object as opposed to a polygonal when doing Booleans.

Lastly i converted it to a polygonal object, using different methods of doing so like triangulated, Using Quads and Matching the render tessellation to get small but different results such as smoother spheres.

Lastly i made a quick but small render of all the different conversions side by side using Arnold and having a standard surface texture with a checkerboard colour and high reflections.

Maya – Week 2 Table scene buildout

After building the table it was time to build out some of the scene and start arranging some things. First i started with building out a sink by using a cube and extruding inwards to crate a hollowed out sink.

Afterwards i went in and started refining the bottom, extruding a small hole to be used as the drain.

After this i built a small drain by using the top of a disc, cutting out some holes, extruding it to add depth and rounding it off.

After this i repurposed some of the wood planks from my table earlier on and built out a standing counter just through use of resizing and reshaping planks to fit the scene.

After this i went about making an extrusion from the wall and created two area lights coming in through both windows to give it some depth. I also gave the scene a skybox with an hdr to affect lights but for the sake of my computer’s framerate, these will be shown in the renders and not the screenshots for the time being until i’m able to acquire better hardware.
After doing this i repurposed some of the planks once again to make a windowsill and to obstruct some of the light coming through the window via the area light.

I decided to take a couple photos of the final rendering and while there are some things i want to improve like adjusting the bump and fixing a couple of slightly wonky UV’s later on.

With the framing of this i felt the scene looked a little empty, and experimented around with adding some very quick, small things to add into the scene.

I decided on adding a quick little barrel to the scene but felt as if it was definitely lacking texture, and appeared more like a slab of wood then something akin to an actual barrel, as the geo for it at this time was just a simple cylinder with some edge loops added and shaped into a barrel like shape with a texture on it.

I used some simple torus shapes and used them around the barrel, adjusting size and spacing when needed and rounded off the top a bit more, extruding downward to divit and make a bit of a indented barrel top. Then added some simple metal textures onto the torus shapes. In the future i want to experiment around with using symmetry tools to make brackets that go into the metal, and potentially making planks surrounding the barrel or potentially a boolean to make large cuts in the geometry of the barrel to give it more texture and roughness as right now it’s fairly smooth.

Maya – Chair Modelling

After making the Table in Maya i was still slightly fuzzy with some of the concepts i’d learned and practiced them by creating a chair to go along with the table.

I started this off with a simple cube flattened down to be the base of the chair. and then work from that point onwards.

Unfortunately after going through the first time, i added edge loops and did some sculpting before properly doing the UV’s. I also wanted to stretch the width of the chair out a little bit more but since the chair already had so many edge loops, using two vertex points or a face to do it was almost impossible. So i started from scratch, redid the base of the chair, fixed the uv’s added some texture with sculpting and gave it some front legs out of a cylinder with some edge loops to create patterns and then used the sculpting to try and make the legs look a little bit more organic by making them slightly bent or curved in places.

After working on the legs and some of the back end portions of the chair, when finishing off the top portion of the chair i attempted to use a cylinder i had malformed around to create some holes in the wood of the chair and create some knots in the wood. However i hadn’t done any sculpting on the top of the chair quite yet, and was about to learn how this was something that you really should never do.

This was the result of a single brushstroke on a small amount of the top portion of the chair, the boolean essentially just destroyed the mesh and made it into an unusable state. The fix for this was redoing all of the areas that i’d want to use booleans on and sculpting them before using any booleans.,
The geo was finally done and i took the time to rough up a couple of the objects that didn’t have any booleans in them, create a plane and a light source, and add some textures.
I added some texture to the pieces of geometry and grouped them all together afterwards to get things more organized and then rendered it out and voila.
This was the render i’d come out with, later on i want to combine it in a proper scene with my table and when i do, i may adjust the specular and bump a bit to make it look a bit closer to the table, or even just the exposure and color fo the wood to get it just that little bit closer with matching.