Rendered Assets #10 – Vase and Mantle Clock

Above is the render for the vase that I made. This was very easy to add textures to and render as I made it out of one shape so I only had to add materials and textures to the one piece. I decided that to tie into the marble fireplace that I made I actually wanted to make the vase out of marble as well. To do this I first applied the Blinn material as I had done for the majority of my other assets, I then added the marble texture that I used for the fireplace asset. I again had to change the colours to make it more of a white marble rather than a red one and left the other settings relatively the same as I liked how it looked. Once I had got the marble texture done I just had to import the room scene and add in the lights, I then positioned the vase and rendered the scene as I had with the other assets. I think the marble on the vase looks good and it looks pretty realistic.

This is the render that I created for the clock asset. I decided that for this render I would display it on the mantle where I planned to place it in the room overall. To add the colours to the clock I used the basic Blinn texture. I made the main body of the clock a shade of brown, the face a white tone and the hands a deep brown, almost black colour. Once this was done I had to create the render. To do this I first started by importing the room scene, after this I then imported the fireplace asset that I made. I did this so that I could put the clock onto something as I felt it might look a little random just on the floor itself, I also think you can tell what it is better when it is on the fireplace as it is not one of my strongest models in my opinion. I had to scale the clock down for this as I had been making my assets in separate documents. This was relatively simple as I just had to use the scale tool, I then used the move tool to place it on top of the mantle. Once I had done this I placed some lights and opened the Maya Software render screen and saved the render as a PNG and a Tiff file.

Rendered Assets #9 – Fireplace

This is the final fireplace render. To colour this asset I used the Blinn material again for the main part of the fireplace and added a brown colour. I tried to use the wood texture on the main part of the fireplace but ended up going for a deep brown as I didn’t want it to blend into the floor or any other assets later on. As well most Victorian fireplaces were painted a matte colour and didn’t really have much material texture so I thought that Blinn was a good material to use for this asset. For the inside of the fireplace I actually used a texture from within Maya, the marble one. This texture when first applied is a more pink and red colour scheme so I had to play with the settings and the colours to get something that I wanted. I went for a whiter marble as this is how I usually visualise marble textures. I think it gives some brightness to the asset and also will be a statement element once I put all my assets together. Once I had all the textures and materials onto the fireplace I then imported the room scene that I had created earlier and added some lights facing the direction of the fireplace. I used the Maya Software Renderer to render the image as again the wood textures are not supported by Arnold. I really like how this fireplace turned out once it was textured but I do wish that my render showed more of the hollow inside but I could not figure out how to do that.

Rendered Assets #8 – Coffee Table and Side Table

Above is the coffee table asset that I rendered. The outcome of this one was one of my least favourites but I tried my best to make it look good. As with the wood on the chair and sofa that I made I again decided to create a unique wood texture when adding materials to this object. I started by applying the Blinn texture to the table top then to the legs separately. I decided to do the legs and the top separately as then I could control how the texture looked for each element individually to have the best outcome. I again used the maya wood texture for both of these pieces and changed the settings for them separately. I decided however that because they were part of the same asset I would copy the hex codes of the wood colours to make sure that they were the same. I think the top of the table looks the best as the grain runs nicely down the centre of the table top and it looks really nice with the texture applied. However I couldn’t find the right settings for the table legs and I don’t think the grain looks as nice on these as it could have, but I think it adds some uniqueness to the piece and won’t be too noticeable once everything is together. Once I had the textures in place I imported the room scene, added some lights and rendered the above image.

Above is the side table that I made for this project. This one was much easier to add textures to and render than the coffee table was. To do this I took the same steps as the other wood textured items and assigned the Blinn material and the wood texture. From here I changed the colours and played with the settings to get the look and orientation that I wanted. As I had done the coffee table prior I used the same technique of adding the texture in sections to really customise the grain and rotation of it on each piece of the table. I think this ended up being a really effective method for this table as it meant I could make sure the texture was running the right ways for the base and the table top separately. Once I had the wood onto my asset I then went through the same process of importing my room scene and adding lighting before finally taking it into the Maya Software Renderer to export the image. I like how the table turned out overall and am happy with the colour and the shape of the asset as a whole.

Rendered Assets #7 – Chair and Sofa

Below is the render of the chair that I made in Maya. Once I had finished making the actual asset I then set about choosing textures for it. I ended up using the basic Blinn material for the fabric on the chair, I felt this looked best as I was going for a semi-realistic style so I didn’t wanna make it too realistic. I selected a red colour for this as to me deep rich coloured fabrics are very Victorian and historical. For the wood I decided that with every piece of furniture I would make the wood texture as I went along so it would be different and unique for each piece with differing tones. I did this because in real life it is hard to find exactly matching furniture and I felt that this would add an element of realism and stop everything from blending together. To create the wood I first set Blinn as the material for those parts of the chair. I then went on the settings and picked a wood texture to go on this. Once this was done I went ahead and changed the colours and played with the settings to make it look how I wanted. To create the actual render I quickly used some polygon planes to make some walls and floor with a wood texture to use as a set. I then added some lights, positioned the camera where I wanted it and rendered it in the Maya renderer as Arnold does not support the wood texture that I used. I really like how this chair looks and I’m really proud of it as it is the first full thing that I’ve created in Maya.

Above is the Sofa that I made, this was the second asset that I worked on for this project. This one was fairly simple to add textures to. I first started by assigning the Blinn material to the main “fabric” part of the sofa. I wanted to keep it similar to the chair so it would be consistent so stayed away from trying to create a realistic fabric texture. I actually chose a blue colour for the sofa to give some variation in my assets and to make it stand out. As this is one of my favourite assets I made and I was proud of how the curves and points turned out I decided that I would make it a different colour. I chose a more turquoise blue as I thought this would look really nice with the wood textures and the red one some of the other assets. For the legs I used the same technique as the chair where I added the wood texture to the Blinn material. Once I applied the texture I changed the colours and settings to how I thought looked best for this particular asset and then set to creating the rendered image. To do this I went onto my Maya file for my Chair asset and created a copy of the file. I then deleted the chair out of one of the files and renamed it to “Scene”, this left me with the room that I created for the chair on a separate file. Once I had the room scene separate I just had to import this into my Sofa file so that I had the same room. I did this so all of my renders could look like they were in the same setting and have some consistency. To render the sofa I continued to use the Maya software render settings instead of Arnold as I was using wood textures which were unsupported. I then added some lights and rendered the asset. I then saved this as a PNG and a Tiff so I had 2 formats to work with if I needed them (I plan to do this for all of my assets and did it also for the Chair.) Once this was done I had the Sofa fully finished and was happy with the result.

Asset Wireframes #6 – Window and Stack of Books

Above is the window that I created. This like the door was one of the more simple assets that I had to make but I think it looks really nice and fits my theme well. I first started making this by making the outer frame. I did this using a cube and stretched it out into a flat rectangle shape using the scale tool. Once I did that I then duplicated it and created the outer layer of the window, the frame. The next step was to duplicate the left side of the window frame and place it to split the window into sections, I did the same with the top piece of the frame but I made this one thinner to match the vertical pieces. This allowed me to make the window frame into segments. The next step was to take a polygon plane and scale it to be the right size to fit in the window frame, this part would later be the glass of the window. By creating one window frame and splitting it up with segments it meant that I didn’t have to create individual pieces for the glass and it would be easier to make. I like how the window looks overall with the smaller panes on the window and enjoyed making this one.

Above is the wireframe screenshot of the pile of books I made for my final asset. I had planned on creating a curtain for this asset but I actually thought against this as it seemed too complicated for my limited knowledge and skillset in Maya. Because of this I came to the idea of making my final asset a pile of books, these would be good to place on the coffee table that I made. To create this I first started by making one book. I first took a cube shape and used the scale tool to create a thick rectangle, this would be the centre of the book, I then changed the settings so the height of the cube had 4 segments. Once I did this I then took the middle 2 faces on the longest side and dragged them inwards to create the curved book edge. After I had done this I then took 2 more cubes and flattened them out to make the top and bottom of the book, then added a 3rd one to be the spine, I used the scale and move tool to achieve this. Once I had one book made I combined it together using the combine setting and then duplicated it and placed one on top of the first book that I made. I then combined the two together to have the finished stack of books. I think that creating this was a good choice as it was something I was able to make effectively and I think it’ll really add to the finished product.

Asset Wireframes #5 – Door

Above is the wireframe for the door that I made for this project. This I ended up making out of some cuboids that I made by using the scale tool to stretch some cubes. The door was pretty simple to make, and the design that I wanted to go for was one with panels on it. I actually started by making the door frame with some cuboids, I first placed the two side ones and then rotated one I duplicated to make the top of the frame. Once I had the door frame made I kept creating the pieces with the same method of using cubes and the scale tool to make them the size and shape that I wanted, the next being the main part of the door. I then added 3 panels going vertically to the door and one horizontally to make the appearance of the panels on the door. After I had got all of the pieces of the door together I just had to make the door handle. I did this by taking 2 spheres, one which I kept regular and one which I flattened out. I then put these on the door together to make the handle. The door was pretty simple to make overall as it was made out of simple shapes, I like how it looks though as it matches the style really well. Once I add textures to the door I think I will make some of the pieces different textures, such as some wood and some painted so that the pieces stand out and look different and more complicated.

Asset Wireframes #4 – Vase and Mantle Clock

Above is the wireframe screenshot of the vase that I made. This was one of the simplest assets that I created as it was all one piece. I again used an earlier technique to make a curved object. I started off by using the C Curve tool to make a shape which I thought would be good to make a vase from, this was almost like an S shape. I then revolved this curve to make it into a 3D object, from here I then converted it from NURBS to Polygons. After I had the base of the vase down I used the move tool and the scale tool to make it more of the shape I wanted and smoothed out the bottom half to make the vase smooth and rounded. I also used the move and scale tool to edit the top of the vase and make it curve more inwards. The final step was to make sure the bottom of the vase was closed, which I did with the move tool by moving the faces together.

Above is the clock that I made. This appears to be one of the more easy and simple assets but it was actually one that took me a while to figure out how I was going to make it. I ended up starting with a circular polygon plane, I then used the scale tool to stretch it out into a more oval shape. Once I had this oval I used a square polygon plane to make the a rectangle shape to be the bottom half of the clock. After I had these two planes I then used the extrude settings to expand them into 3D objects. The next step in creating this asset was to use the move tool on the bottom half of the clock. I switched to the faces mode and selected the bottom row of faces on the front first and used the move tool and pulled these forward to make the slope at the front. I then did the same thing on each side to give the clock that sloped bottom ledge look. I then moved some of the faces from the top of the clock inwards to make it blend in. I then took a regular circular plane and place it on the front of the clock to be the face. The final step was to create two hands for the clock. I did this by using a cylinder and the scale tool to make it thin and long, I then made it small enough to go on the clock face and duplicated and rotated it to make the clock hands. I think this clock looks time period accurate and I like how it turned out.

Asset Wireframes #3 – Fireplace

This is the wireframes for the fireplace that I created. This was one of the more challenging assets that I created for this project but I think the overall result is really nice. To start creating this I placed down a cube, from this I made the bottom base of the fireplace by using the scale tool to flatten it out into the rectangle shape that I wanted. After this I duplicated this base rectangle shape and scaled it to go above this first piece. I then used the edge loop tool so I could split the rectangle up and then took the top edge and brought it upwards and used the rotate tool to make the bottom of the fireplace mantle. Once I had these two bottom pieces of the fireplace I then duplicated them and rotated them so I could place them at the top to be the top mantle of the fireplace. After this was done I had the base and the top of the fireplace created.

The next step was to create the inside and main part of the fireplace. The first step was to take another cube and flatten it out to become the back of the fireplace. I then lined this up with the top and the bottom of the fireplace so it looked like it was one piece. The next step in creating this asset was to make the sides and the inside of the fireplace. To do this I used some square polygon planes. I wanted the fireplace to be hollow on the inside so that it would look realistic and have some depth to it. The polygon planes that I used used the scale and move tools on to create some flat rectangles. I then took these and placed them on the sides of the fireplace and duplicated them to make the sides for the left, right and front. This gave the fireplace a more closed look and made it start to take shape. Once I had the basic parts of the fireplace down I then created another polygon plane which had 3 faces on it. I then used the move tool on the middle face and pulled it backwards to make the inside of the fireplace as most fireplaces have angled panels inside. Once this final piece was put into place the fireplace was finished. I like how the fireplace looks and I think it is one of the assets that I’m most proud of as I think it has a really nice end result.

Asset Wireframes #2 – Coffee Table and Side Table

Above is the wireframe screenshot for the coffee table that I made. This was one that I found somewhat challenging to create. I started off with a cube, which I then used the scale tool to make into a flatter rectangle shape to become the top of the table. Once i Had made a simple flat rectangle I used the move tool and set the object to edges to move the top edges of the table outwards. I did this to make the edges of the table slope and have a sort of overhang over the table. I took a little time to perfect each of these edges so that the top layer of the top of the table was further out than the bottom layer. After this was done I smoothed these edges to give the table a softer appearance and more of the look I was going for. The next step was to take the edges from the middle of the table on each side and use the rotate tool to make them point in the middle. Again after I smoothed the edges to make it softer. The last step was to create the legs, to do this I used a cylinder and the rotate and move tools to move faces to create the curve that I wanted. The final step was to duplicate these legs and then place them at the corners. I think overall this table came out really well and looks really nice and fits the time period I was going for.

Above is the side table that I made, his was one of the easier assets that I created for this project. To start creating this I actually used something that I learned in one of the first lectures, how to make a curved object. I used this method to create the main part of the base for the table. The first step was to the C Curve tool and create a curvy line with it in the shape I wanted the base to be on one side. Once I had created this line I then went to the Surfaces tab and used the Revolve tool to make this curved line into a 3D object. After this I reversed the direction and converted it to polygons. This left me with a rough base for my side table. Once I had this base I then tweaked it with the move, scale and rotate tools to make it smooth and how I wanted it to look. After this I easily created the top of the table. To make this I used a circular polygon plane and then extruded it to make it 3D. After doing this it looked pretty much how I wanted it I just then duplicated the top of the table and added it underneath as a base for the main part. I really like how the curved portion of this table looks and am proud of the outcome.

Asset Wireframes #1 – Chair and Sofa

Above are the wireframes for the chair that I made. This was the first asset that I attempted in this project. I started by making some sketches of the kind of chair I wanted to make then I started the process of creating it in Maya. I started with some cylinders for the legs and the arms, I used mainly the scale, move and rotate tools to mould the legs and the arms into the shapes that I wanted. With these pieces I then started to work on the seat and the back. To start these pieces I used a polygon plane. I then used various methods to move faces and points in the general shape I wanted. From these I used the extrude settings to change the thickness of it and make them into 3D shapes. Once this was done I made some tweaks and used copy and paste to duplicate the legs and arms of the chair. Once this was done I added some wood textures and plain textures for the fabric and the wood on the chair.

Above are the wireframes for the sofa that I created. I used the same techniques to create this sofa of using polygon planes to start the shape then extruding them. However for this sofa I actually found some reference pictures which looked similar to the sketches that I made and added a picture to the image plane. This helped me to get a nice even shape for the back of the sofa. The back piece was the first I made then I moved onto the seat, which I created also using a polyon plane to get the curved and pointed bottom shape right. Once the bottom was done I made one arm and duplicated this. I used the rotate tool and the mirror settings to make a matching arm for the other side of the sofa. Finally after these parts were done I made a basic sofa leg and duplicated it 4 times, placing these underneath the sofa to create the legs. The final thing I added to the sofa was some pillows, I made these using cylinders. To finish off the sofa I used the lambert material and added a blue shade and also added a wood texture to the sofa legs.