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Nick's Blog

Wednesday, 10 December 2008. After my animation was done i went to render. There was a large number of problems when i went to do this. To do it one scene it was predicted that it would take172 hours. I desided the only way i could reduce this time was to lower the amount of detail in the scenes and devide the scenes in to shot clips. By doing this the rendering time was shortend greatly. Monday, 8 December 2008. The last part of the project was to animate the scenes. Saturday, 6 December 2008. When I wa...

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Nick's Blog | ngreenslade.blogspot.com Reviews
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Wednesday, 10 December 2008. After my animation was done i went to render. There was a large number of problems when i went to do this. To do it one scene it was predicted that it would take172 hours. I desided the only way i could reduce this time was to lower the amount of detail in the scenes and devide the scenes in to shot clips. By doing this the rendering time was shortend greatly. Monday, 8 December 2008. The last part of the project was to animate the scenes. Saturday, 6 December 2008. When I wa...
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6 the animation
7 the layout
8 the punk
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Nick's Blog | ngreenslade.blogspot.com Reviews

https://ngreenslade.blogspot.com

Wednesday, 10 December 2008. After my animation was done i went to render. There was a large number of problems when i went to do this. To do it one scene it was predicted that it would take172 hours. I desided the only way i could reduce this time was to lower the amount of detail in the scenes and devide the scenes in to shot clips. By doing this the rendering time was shortend greatly. Monday, 8 December 2008. The last part of the project was to animate the scenes. Saturday, 6 December 2008. When I wa...

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1

Nick's Blog: The animation

http://ngreenslade.blogspot.com/2008/12/animation.html

Monday, 8 December 2008. The last part of the project was to animate the scenes. To start the scene i have a character moving down the road towards the entrance of the Y. The door the opens and he goes into reseption. The camara then pans in a focuses in on the wall posters. After this the camara moves over to the first table looking at the chairs and sofas, more wall posters and the glass table. The camara then rotates round to the reseption area to see the reseptionist move to look at the camara.

2

Nick's Blog: December 2008

http://ngreenslade.blogspot.com/2008_12_01_archive.html

Wednesday, 10 December 2008. After my animation was done i went to render. There was a large number of problems when i went to do this. To do it one scene it was predicted that it would take172 hours. I desided the only way i could reduce this time was to lower the amount of detail in the scenes and devide the scenes in to shot clips. By doing this the rendering time was shortend greatly. Monday, 8 December 2008. The last part of the project was to animate the scenes. Saturday, 6 December 2008. When I wa...

3

Nick's Blog: November 2008

http://ngreenslade.blogspot.com/2008_11_01_archive.html

Sunday, 30 November 2008. This was an idea that i had to put around the grass. I gave a nice feel of the outside area that I made. a ground area was made and using soft selection lowered down to give depth to the pond. Water was then added by making a plane lower down from the rim of the pond, assining a material map like glass to it and finally adding a ripple effect using a noise modifier and adding a motion to it. Saturday, 29 November 2008. Wednesday, 26 November 2008. A table was needed in the Y so ...

4

Nick's Blog: October 2008

http://ngreenslade.blogspot.com/2008_10_01_archive.html

Thursday, 30 October 2008. The mouth was the next part to make. This was made in the same way as the nose. Extra polys were copyed and moved to the desired spot to give the shape of the lips. This was done using the copying, connect, scale and edit poly tools. This was much harder to get an accurate shape for the lips. Alot of time was spent in moving the points about. The corners of the mouth were very had to get right but the end product came out well. Tuesday, 28 October 2008. Tuesday, 21 October 2008.

5

Nick's Blog: The road

http://ngreenslade.blogspot.com/2008/12/road.html

Wednesday, 3 December 2008. A road was need for the outside to give a more relistic feel out the outside world. This was done by drawing out different square shapes and setting them out to look like a road. After a material was needed so I took the one I made for the path and made the colouring slightly lighter and lowered the tiling so that it looked ruffer and more like a road. Subscribe to: Post Comments (Atom). View my complete profile.

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LINKS TO THIS WEBSITE

virtualenvironments2008.blogspot.com virtualenvironments2008.blogspot.com

Virtual Environments 2008: October 2009

http://virtualenvironments2008.blogspot.com/2009_10_01_archive.html

Tuesday, 13 October 2009. Subscribe to: Posts (Atom). Http:/ ngreenslade.blogspot.com. Http:/ venvironments.blogspot.com. Http:/ venvironments.blogspot.com. Http:/ sjmve.blogspot.com. Http:/ ja3dface.blogspot.com. Http:/ bengrimwoodve.blogspot.com. Http:/ steffensve.blogspot.com. Http:/ richard-gregory.blogspot.com. Http:/ hayleyspalding.blogspot.com. Http:/ danielchidgey.blogspot.com. Http:/ samwebbve.blogspot.com. Http:/ djmve.blogspot.com. Http:/ johnwve.blogspot.com. Http:/ mb-ve.blogspot.com.

virtualenvironments2008.blogspot.com virtualenvironments2008.blogspot.com

Virtual Environments 2008: September 2008

http://virtualenvironments2008.blogspot.com/2008_09_01_archive.html

Tuesday, 2 September 2008. Tutorial 5 - Using symmetry and sub-division. 5 - Symmetry and Sub-division. This tutorial describes how you can use Symmetry, so that you can make changes to one side of the model, and it affects both sides; also how to subdivide your mesh in order to smooth it off. There are several ways to mirror your model. Copy – a unique object. Instance – provides information between the clone and the original. Select the object right click clone reference. If you click on ‘Show en...

virtualenvironments2008.blogspot.com virtualenvironments2008.blogspot.com

Virtual Environments 2008: UV Co-ordinates part 2

http://virtualenvironments2008.blogspot.com/2008/10/uv-co-ordinates-part-2.html

Wednesday, 29 October 2008. UV Co-ordinates part 2. Ideally we would like to fit the ear into the gap for the ear in the face map. However just using a 3D painting tool we could easily place the ear somewhere else. Lets just clean up the results a little bit. What you want to avoid in your UV layout is avoid ambiguous quads. Subscribe to: Post Comments (Atom). Http:/ ngreenslade.blogspot.com. Http:/ venvironments.blogspot.com. Http:/ venvironments.blogspot.com. Http:/ sjmve.blogspot.com. Http:/ matt-virt...

virtualenvironments2008.blogspot.com virtualenvironments2008.blogspot.com

Virtual Environments 2008: October 2008

http://virtualenvironments2008.blogspot.com/2008_10_01_archive.html

Wednesday, 29 October 2008. UV Co-ordinates part 2. Ideally we would like to fit the ear into the gap for the ear in the face map. However just using a 3D painting tool we could easily place the ear somewhere else. Lets just clean up the results a little bit. What you want to avoid in your UV layout is avoid ambiguous quads. Thursday, 23 October 2008. Tutorial 9 - UV Coordinates. This process is quite lengthy and will be handled in two parts. We are going to use cylindrical projection mapping for the maj...

virtualenvironments2008.blogspot.com virtualenvironments2008.blogspot.com

Virtual Environments 2008: August 2008

http://virtualenvironments2008.blogspot.com/2008_08_01_archive.html

Tuesday, 26 August 2008. Welcome to the YMCA. The YMCA (Young Man’s Christian Association) is a Christian charity founded 160 years ago in order to support young people in times of need. The YMCA provides a place for young people to find ‘acceptance, community and activity’ and offers services in the following areas:. Sport, Health, Exercise and Fitness. Citizenship and Personal Development. Subscribe to: Posts (Atom). Http:/ ngreenslade.blogspot.com. Http:/ venvironments.blogspot.com. Http:/ samwebbve&#...

virtualenvironments2008.blogspot.com virtualenvironments2008.blogspot.com

Virtual Environments 2008: Tutorial 6 - Refining Model (the nose)

http://virtualenvironments2008.blogspot.com/2008/10/tutorial-6-refining-model-nose.html

Wednesday, 22 October 2008. Tutorial 6 - Refining Model (the nose). Refining organic models with Edit Poly. How to add details to your model. Switch to the front view and maximise so we can access the nose area. We are going to add some additional faces. In vertex mood, we follow the loop around and there is a hard seam between the tip of the nose and the nostrils. We go to edge mode and hit backspace which will remove an edge. If you delete you remove the whole polygon. We are going to create the nasal ...

virtualenvironments2008.blogspot.com virtualenvironments2008.blogspot.com

Virtual Environments 2008: Tutorial 8 - Ear Creation

http://virtualenvironments2008.blogspot.com/2008/10/tutorial-8-ear-creation.html

Wednesday, 22 October 2008. Tutorial 8 - Ear Creation. A very difficult piece of geometry and very complex. Use a similar method that we did for the face for the ear. Load reference image, and define some key areas. From this point we want to start drawing in the topology, same idea as before, connecting the lines, and making new ones. Create the necessary quads. Don’t worry about making this too complex. Take this into 3D Max and start sculpting the ear. Look at the reference image, edge mode, select th...

virtualenvironments2008.blogspot.com virtualenvironments2008.blogspot.com

Virtual Environments 2008: Tutorial 9 - UV Coordinates

http://virtualenvironments2008.blogspot.com/2008/10/tutorial-9-uv-coordinates.html

Thursday, 23 October 2008. Tutorial 9 - UV Coordinates. This process is quite lengthy and will be handled in two parts. Only want to set up the mapping coordinates for one side of the model and editable poly is the current modifier. Make sure that you are not in sub object mode. Click on Unwrap UVW modifier, which should be placed above the editable poly modifier and under the symmetry modifier in the stack. Subscribe to: Post Comments (Atom). Http:/ ngreenslade.blogspot.com. Http:/ matt-virtuaienvironme...

virtualenvironments2008.blogspot.com virtualenvironments2008.blogspot.com

Virtual Environments 2008: Tutorial 7 - Primitive extension for the back of the head

http://virtualenvironments2008.blogspot.com/2008/10/tutorial-7-primitive-extension-for-back.html

Wednesday, 22 October 2008. Tutorial 7 - Primitive extension for the back of the head. Assign this map to the reference plates. If you had trouble finding the reference plates go over to display hide frozen objects uncheck. Need to line these up, vertex mode turn on snap, we want to configure our snap option as vertex, and now we go to move tool and click and drag to various points. Line up the closest ones first. Turn on soft selection, so that there are no shape edges. Subscribe to: Post Comments (Atom).

virtualenvironments2008.blogspot.com virtualenvironments2008.blogspot.com

Virtual Environments 2008: Tutorial 5 - Using symmetry and sub-division

http://virtualenvironments2008.blogspot.com/2008/09/tutorial-5-using-symmetry-and-sub.html

Tuesday, 2 September 2008. Tutorial 5 - Using symmetry and sub-division. 5 - Symmetry and Sub-division. This tutorial describes how you can use Symmetry, so that you can make changes to one side of the model, and it affects both sides; also how to subdivide your mesh in order to smooth it off. There are several ways to mirror your model. Copy – a unique object. Instance – provides information between the clone and the original. Select the object right click clone reference. If you click on ‘Show en...

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Nick's Blog

Wednesday, 10 December 2008. After my animation was done i went to render. There was a large number of problems when i went to do this. To do it one scene it was predicted that it would take172 hours. I desided the only way i could reduce this time was to lower the amount of detail in the scenes and devide the scenes in to shot clips. By doing this the rendering time was shortend greatly. Monday, 8 December 2008. The last part of the project was to animate the scenes. Saturday, 6 December 2008. When I wa...

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