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  • Category Archives 3D artwork
  • 2011Practicum project at CDIA part 07:Studio D

    I had a great time working on the practicum project at CDIA. I’ve told you all about the texture work I did on the production. But, did I tell you I did a bit of modeling too?

    Here is the 3D model of Studio D at CDIA in Waltham,MA built in Autodesk Maya and textured in Adobe Photoshop CS5. I should mention this is a clip from the movie edited and produced by Matt Thompson and some renders.

     

    embedded by Embedded Video

    YouTube Direkt

     



  • 2011Practicum project at CDIA part 06: Mackie SR24-4 studio mixer

     My next model was just as complicated as the last but a little older. The Mackie 24-4 studio mixer was released in 1997 so I was really concerned the net wasn’t going to have any images for me to work with.

     

    I cut up the UVs and started my research again.

    Lucky for me Mackie is as together as Tascam when it comes to tons of info about their boards. The SR24-4’s owner’s manual actually has the entire board with all the labels on the cover. I wasn’t able to find a lot of high rez images so I took the cover and scaled to to fit my UVs then meticulously selected every letter and number to overlay with the colors in Photoshop to create the skin. Slow goin!!!!

     

    Again I broke the model into 2 pieces to be a little easier to work with,that was the top and here’s the back.

    Finally linked up in Maya and lit for the render run.



  • 2011Practicum project at CDIA part 05:Tascam DM-24 studio mixer

    This one was really intimidating. There is really a lot going on on this thing. There must be a couple hundren knows alone. Let alone the switches, faders a meter unit and a view screen. I was a little afraid.

     

    I got the Uvs layed out and it started to feel a little smaller, a little simpler. Once I created colors for all the knobs and such the only things left were larger areas. Don’t get me wrong these larger areas had super detail I hoped my research would work out.

     

    Luckily Tascam has extensive documentation and a ton of photos. I was able to create this in Photoshop almost exclusively from the owner’s manual.

     

    I wound up having to create a new piece of the model for the glass of the viewer and texture that separately. I also made custom button maps like for play,fast forward ..etc. In the end you can read the logo and the fader settings.

     

     



  • 2011Practicum project at CDIA part 05: Digidesign’s mini editing console

    The next model was Digidesign’s mini editing console. This is a cool user friendly device that had great curves and character.

    I even figured out my issues with Headus-UV and got back in there and cut up the model for export to photoshop and the skin creation.

    I was able to find the best high rez images of all the models so far.

    Back to Maya link em up and and off to the renderer, Maya hardware this time, by now I’ve created a camera stage in Maya with lights and camera set for the purpose of documenting the models in the project. I was thinking of an animated turntable but the electronics are too detailed to give em justice.

     



  • 2011Practicum project at CDIA part 04: Hammond electric organ

    The next object I got to texture was the awesome Hammond XK3 electric organ.

    This was a great model produced by Derek Cuneo for our 2011 Practicum project at CDIA.

    I feel like I was starting to really get going on texture mapping. The models were so clear and the research was really turning out great.

    This model I decided to texture in a different way. I used planner mapping. Planner mapping is applying textures that are totally flat. I was having a problem with headus-UV. I couldn’t remember how to do something so I did it differently. Maya give you tons of different ways to do stuff. So anyway no UV’s for this one just textures.

    Wrap the model up by first creating a plane in Maya by selecting similar surfaces on the model and applying a texture directly. This works by scaling and adjusting each skin to fit but if your object is very geometric this is a quik method.

     

       Finally link it up and run it through Mental ray this time for a little different rendering and there you go.



  • 2011Practicum project at CDIA part 03

    The practicum project covered almost 4 weeks and was a big job. Here’s some other stuff I did.

    Digidesign’s Mini Console: Model

    This is the UV layout.

    In this case I broke the model into 2 different pieces and textured them separately.

    First the top and front.

    Then the bottom and the back.

    Finally link the maps to the color attribute in Maya and there you go.



  • 2011Practicum project at CDIA part 02

    Hi

    I’ve been trying to figure out the best way to show case the work I did for the 2011 Praticum video at CDIA. I know you’ve seen the video but a lot of people worked on the project. I just want to talk about what i did.

    I was working in textures. Texture mapping is a very cool part of the 3D art production business. It’s like painting your brother’s hot rod models after all the hard construction is finished. I was given near final models rendered in Maya’s Lambert 01 color. We needed these models to look realistic and have legible logos. Most of my objects were musical electronics.

    There was an Oxygen keyboard:

     

    This model was really well developed and realized. I just needed to research the unit and create a texture map or skin to wrap about the model containing the colors,textures and logos. I was lucky that the companies that make these type of electronics have excellent blueprints and photos online. I found that Google images is almost as importent a tool as Photoshop.

    The first problem is what does the skin shaped like? This shape can’t be close it must be exact. So the best way is to cut up the skin of the model in Headus-UV layout. A great program that allows us to make really fine cuts where we think would be most correct to paste the artwork and texture. Here’s what that looks like:

    So once we have this we’re over the hump. Now we just cut up and paste together the artwork in the matching way in Photoshop.

    That looks like this:

    I’ve been into Maya and set the color as this artwork, set up a light and ran it through the renderer and here you go: