Portal Companion Cube, Pt3
Since having our taught tutorials on how to re create the
Portal weighted companion cube with Mark at uni we
have been briefed on our second project
which is based upon UV mapping and texturing.
Having built my door
(blog post to follow) since stopping the companion cube tutorials I felt
a lot more at ease in conquering the companion cube task with regards to
actually building it and making the shapes. I also felt a lot more used to the
controls and felt confident to get stuck in.
I will label this post as both BA3: Digital Modeling AND Material & Rendering Fundamentals because to finish the companion cube I had to
both finish the building (modeling) and also use a UV map (as well as
hypershades).
Part 3, Step 1: Building the larger outer squares for each corner.
Selected a new cube from the polygon shelf and made it big enough. Hit space
bar to bring up the viewport and used reference images to ensure size was
correct. I then hit “crtl+D” to duplicate the
square and moved it into position on each of the corners
Part 3, Step 2: To get the circular shape in the middle of all 6 faces
of the cube I used the boolean tool. I selected a cylinder from the polygon
shelf and rotated and resized it so it went directly through the cube and came
out either side. I then selected all 4 of the large outer squares and combined
them so they became 1 mesh. I then selected the outer corners, held shift and
also selected the cylinder. I then chose boolean and the option “difference” to
create a “difference” where the two selected objects crossed path, thus
creating the circular shape needed. I duplicated the cylinder and rotated it
for every side of the cube whilst repeating the boolean command.
Part 3, Step 3: Now the cube has the circular shape in the middle of
each face, I needed to add the smaller circle for the heart UV to be placed on.
I selected the cylinder from the polygon shelf, rotated it and resided it so
that it was aligned neatly with the reference image. Once I had that I built I
could open the UV projection map and determine where I wanted the heart to be
projected onto my shape.
Part 3, Step 4: Finding out which of the 2 circles seen on the map was
the front (ready for the heart) by right clicking, selecting faces and click
dragging across the 2 until I saw which one also highlighted the faces on the
front of the cube. I was then able to use the scale tool to select the other
parts of the shape on the UV map and make them small and tucked out the way
(bottom left of the UV map). I then resized the section needed to use the whole
of the space. Finally, I selected the whole of the front circle, ready to “UV
Snap shot” and transport to Photoshop.
Part 3, Step 5: I opened the UV Snapshot into Photoshop as well as the
heart reference image. I then created a new layer, painted it the signature
grey colour, cut out the heart and copied/pasted it onto the layer. This was
all on top of the UV Snapshot to ensure it was the right size.
Part 3, Step 6: With the heart UV saved, I was able to open the hyper
shades. The guide I was following told me to use Mental Ray shaders (which I
will look into another day).
Part 3, Step 7: To achieve what you can see below, I had to chose the
Mental Ray options under hypershades, select
the sub section materials then select
the shader which was called Mia_Material_X_Passes. This opened my main
shader (seen on the right of the diagrams). I then went onto the Maya sub
heading, selected file and opened the heart that I had just created in Photoshop. I then had to join the picture
to the shader. Once this was done, I middle click dragged my custom shader onto
of the circle shape on the actual cube itself on the main Maya interface. I was
then able to duplicate the cylinder with the heart on and paste it all the way
around the shape.
Part 3, Step 8: Now for the final hypershades and then lighting and
rendering. My next step was to select the rest of the cube and use the
hypershade to colour the main cube dark grey and the outer corners light grey
like the background of the heart.
Once everything was selected I was able to places cameras and
lights onto the cube. I used a base image/plane from the polygon shelf and made
it huge and low enough for my cube to sit on top of it. The tutorial I was
following also showed me how to make a shiny reflective surface for the cube to
sit on.
I used a hypershade, mental ray and middle mouse clicked it
over to the floor. I then put the diffuse and glossy down to 0 and pushed the
specular up to around ¾ of the way.
Now onto the lights and cameras. I selected the render option
for my shelf and selected the camera. Using the panels > look through
selected option I was able to place the camera at the right angle looking down
on the cube. I could then use the resolution gate to determine how much of the
cube would be in the camera frame. Here is what I could see.
Part 3, Step 9: I was able to place some spot lights and using the
special perspective tool to place them, I had to edit some of the settings to
ensure they lit up the cube correctly. I was then able to render the cube and
determine whether or not I needed to
move the lights.
Part 3, Final Outcome: As you can see above
the lights needed tweaking but eventually I got an outcome I was happy with.
Learning how to use the lights and camera now will be a great help when it
comes to rendering my door for my 3d modeling project. I am really glad I have
only just finished the cube because its fresh in my memory! I am really happy
and proud of the outcome.
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