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Final Major Project

Week 3

This week I finalised details of modelling, texturing, and finished all animation for my project. This is a huge step in my progress that I am happy about.

I started by changing the models of my alchemy workshop table legs. The oriinal design looked too chunky and messy, so I decided to make a more elegant mesh using sweep mesh and drawaing a more delicate swoop for the legs. I then tried twisting the mesh however decided that it qould look better without this element.

I then designed a sign for the alchemy workshop to fill empty space on the table. I modelled a basic frame shape which was bevelled for smoothness, with some extrusion details.

I then textured this in 3D substance painter. I used a stylised wood texture, then hand painted a cartoon potion symbol.

I then input these textures to the sign in the scene.

Next, I textured the mushroom mini roof I had around the room. I tried many colours in substance painter however decided that ultimately red would fit the room most. I used paint and paint dots to create a stylised texture for this.

Next I decided to sort out some of the basic lighting in the room. I created another window for the room, and used boolean to indent this into the wall so light would be able to shine through. I used surface shaders, playing with the transmission, colour and glow effects to create ambient lighting. I then edited some of the IOR rates on some materials so there would be reflection and specular glow in areas I wanted.

Then I focused on animating the last part of my project. Using key framing in Maya again, I started animating the camera. I quickly realised that I would need to sort out my timing of the narration that would apppear. I made a draft script with estimated timings so that I could solve this.

This meant I had to shift back some previous animations to line up with the new timings. After I sorted the previous animations, I was able to move on to finish the rest with appropriate timings.

I used many perspectives while watching what the camera was recieving to line up angles right.

Camera animations and technique

I then went on to animate some stylised bubbles rising from a potion on the alchemy table to add some motion to the scene. This was done by key framing scale and translation on the bubbles rising at seperate times in a zig zag pattern. Then on the animation window I made these movements non linear and smooth curves to ensure smooth movement.

Perhaps the most animated part of this scene was the rock guide. Not only did he have to guide the camera with movement but I wanted him to have a constant bobbing motion. These also needed to be smooth and consistent, so there was alot of editing this week of the key frames to be perfect.

Other animations included the treasure chest opening and staff being revealed, potions being scaled up when selected and bigger angles of the room with the camera.

Next week I will work on running through the animation and making sure all is smooth and in place. I will also work on adding stylised fire in lanterns to add some more motion in the scene.

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