Gaurav Kshitiz Acharya

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3d Modelling

Assessment Type
Individual Coursework
2024 Spring

Student Name: Gaurav Kshitiz Acharya


London Met ID: 23056805
College ID: NP01MM4S240010
Assignment Due Date: Saturday, July 27, 2024
Assignment Submission Date: Saturday, July 27, 2024
Word Count: 3000

YouTube https://youtu.be/GD8FfW_-Yso
ONEDRIVE https://drive.google.com/drive/folders/1zQzboiEPSN-
Z-1AilSlZ_xYp8jandJwl?usp=sharing

I confirm that I understand my exam needs to be submitted online via MST Classroom under the relevant
module page before the deadline for my assignment to be accepted and marked. I am fully aware that
late submissions will be treated as non-submission and a mark of zero will be awarded.
Table of Contents
1. Introduction...............................................................................................................1
2. Concept.................................................................................................................... 1
3. Environment planning sketch................................................................................... 2
4. Object planning Sketches.........................................................................................3
5. Camera type description...........................................................................................7
6. Camera animation and planning..................................................................................9
7. Light types..................................................................................................................10
8. Light animation planning............................................................................................ 11
9. Material type description............................................................................................ 12
10. Material and colour planning....................................................................................13
11. Object animation planning........................................................................................14
12. Story board...............................................................................................................14
Use of material...............................................................................................................45
1. Lambert.................................................................................................................. 45
2. Blinn........................................................................................................................45
3.Phong E...................................................................................................................45
4. Phong..................................................................................................................... 45
Use of texture.................................................................................................................52
Use of colours................................................................................................................ 57
Use of key frame............................................................................................................59
Use of lights................................................................................................................... 61
Postproductions............................................................................................................. 64
Conclusion..................................................................................................................... 70
Figure 1 Concept Art....................................................................................2
Figure 2 Object art........................................................................................3
Figure 3 Object art........................................................................................3
Figure 4 Object art........................................................................................4
Figure 5 Object art........................................................................................4
Figure 6 Object art \......................................................................................5
Figure 7 Object art........................................................................................5
Figure 8 Object art........................................................................................6
Figure 9 Object art........................................................................................6
Figure 10 Object art......................................................................................6
Figure 11 camera.........................................................................................7
Figure 12 Camera aim..................................................................................7
Figure 13 Camera aim and up......................................................................8
Figure 14 Development Process................................................................20
Figure 15 Development Process................................................................20
Figure 16 Development Process...............................................................21
Figure 17 Development Process................................................................21
Figure 18 Development Process................................................................22
Figure 19 Development Process................................................................23
Figure 20 Development Process................................................................23
Figure 21 Development Process................................................................24
Figure 22 Development Process................................................................25
Figure 23 Development Process................................................................25
Figure 24 Development Process................................................................26
Figure 25 Development Process................................................................26
Figure 26 Development Process................................................................27
Figure 27 Development Process................................................................27
Figure 28 Development Process................................................................28
Figure 29 Development Process................................................................28
Figure 30 Development Process................................................................29
Figure 31 Development Process...............................................................30
Figure 32 Development Process................................................................30
Figure 33 Development Process................................................................31
Figure 34 Development Process................................................................31
Figure 35 Development Process................................................................32
Figure 36 Development Process................................................................32
Figure 37 Development Process...............................................................33
Figure 38 Development Process................................................................33
Figurpe 39Figure 37 Development Process...............................................34
Figure 40 Development Process................................................................34
Figure 41 Development Process................................................................35
Figure 42 Development Process................................................................36
Figure 43 Development Process................................................................36
Figure 44 Development Process................................................................37
Figure 45 Development Process................................................................37
Figure 46 Development Process................................................................38
Figure 47 Development Process................................................................38
Figure 48 Development Process................................................................39
Figure 49 Development Process................................................................39
Figure 50 Development Process................................................................40
Figure 51 Development Process................................................................40
Figure 52 Development Process................................................................41
Figure 53 Development Process................................................................41
Figure 54 Development Process................................................................42
Figure 55 Development Process................................................................42
Figure 56 Development Process................................................................43
Figure 57 Development Process................................................................43
Figure 58 Development Process................................................................44
Figure 59 Development Process................................................................44
Figure 60 Use of materials.........................................................................46
Figure 61 Use of materials.........................................................................46
Figure 62 Use of materials.........................................................................47
Figure 63 Use of materials.........................................................................47
Figure 64 Use of materials.........................................................................48
Figure 65 Use of materials.........................................................................48
Figure 66 Use of materials.........................................................................49
Figure 67 Use of materials.........................................................................49
Figure 68 Use of materials.........................................................................50
Figure 69 Use of materials.........................................................................50
Figure 70 Use of materials.........................................................................51
Figure 71 Use of materials.........................................................................51
Figure 72 Use of Texture............................................................................52
Figure 73 Use of Texture............................................................................52
Figure 74 Use of Texture............................................................................53
Figure 75 Use of Texture............................................................................53
Figure 76 Use of Texture............................................................................54
Figure 77 Use of Texture............................................................................55
Figure 78 Use of Texture............................................................................55
Figure 79 Use of Texture............................................................................56
Figure 80 Use of Colour.............................................................................57
Figure 81 Use of Colors.............................................................................57
Figure 82 Use of Colors.............................................................................58
Figure 83 Use of Colors.............................................................................58
Figure 84 Use of KeyFrame.......................................................................59
Figure 85 Use of KeyFrame.......................................................................59
Figure 86 Use of KeyFrame.......................................................................60
Figure 87 Use of KeyFrame.......................................................................60
Figure 88 Use of Lights..............................................................................61
Figure 89 Use of Lighgts............................................................................61
Figure 90 Use of Lighgts............................................................................62
Figure 91 Use of Lighgts............................................................................62
Figure 92 Use of Lighgts............................................................................63
Figure 93 Use of Lighgts............................................................................63
Figure 94 Added Camera...........................................................................64
Figure 95 postproduction............................................................................64
Figure 96 postproduction............................................................................65
Figure 97 postproduction............................................................................65
Figure 98 postproduction............................................................................66
Figure 99 postproduction............................................................................66
Figure 100 postproduction..........................................................................67
Figure 101 postproduction..........................................................................67
Figure 102 postproduction..........................................................................68
Figure 103 postproduction..........................................................................68
Figure 104 postproduction..........................................................................69
Figure 105 postproduction..........................................................................69
1. Introduction

This is the first course work given by London Metropolitan University of the module “3d
Modelling”. This module helps us to learn about 3d animation drawing how can we
make our 3d animation different types of architects on different subject etc. 3d modelling
a subject where I am obsessed with my all might. I am really into this subject and here
come it course work and I am feeling so much thrilled to do this course work. This is our
first course work on 3d modelling, and the real spice here is it’s an individual course
work. Here we must create some sorts of scenario which we will be animating later
second semester.

2. Concept

The concept of my animated video is indoor based concept. It’s just like giving a house
tour to the viewer. On this animation I want to show the simple structure of house and
its room. The animation duration I think about to create is almost 45-50 second. The
animation is mainly about showing the whole room of house on simple language room
tour.
3. Environment planning sketch

As I already mentioned my whole animation is indoor based. The environment should


be like how real house environment look like. I must show various item inside the house
like bed, table window, fan etc. It’s going to be a simple house with simple features on it.

Figure 1 Concept Art


4. Object planning Sketches

4.1 Clock

Figure 2 Object art

4.2 Dustbin

Figure 3 Object art


4.3 Table

Figure 4 Object art

4.4 Chair

Figure 5 Object art


4.5 Laptop

Figure 6 Object art \

4. 6. Bed

Figure 7 Object art


4.7 Fan

p
Figure 8 Object art

4.8 Window

Figure 9 Object art

4.9 Cup

Figure 10 Object art


5. Camera type description

In Maya, there are three different kinds of cameras, which are listed below:
5.1. Camera
This camera rotates freely and can lose track of its 'up' vector. It can be used when the
camera is fixed in a particular spot.

Figure 11 camera

5.2. Camera and aim


This camera contains a target button and an aim handle. The camera may roll and
maintains level by default, except in extreme straight-up or straight-down orientations.

Figure 12 Camera aim


5.3. Camera and aim up
This camera features both an aim handle and an up handle. The Aim and Up handles
aim at the target and level the camera, respectively.

Figure 13 Camera aim and up


6. Camera animation and planning
Maya supports three types of cameras. Cameras are selected based on scene
requirements. In this coursework, two cameras will be utilized. The cameras utilized in
this coursework are:

6.1. Camera and aim


This Camera tools allow you to aim the camera in the current view. Aiming is like
holding the camera to your eye and then pointing up, down, or moving around your
subject to frame elements in the picture. By the help of this camera tool, I can focus on
various parts of car at different time according to the angle.

6.2. Camera aim and up


This camera contains a target button and an aim handle. When pointing at a subject,
this camera allows for movement while maintaining focus.
7. Light types

7.1. Directional light


This is a parallel light from a distant source, described as a direction vector. Directional
light strikes every object from the same angle. Directional light creates shadows that all
face the same direction.

7.2. Point light


A point light releases light equally in all directions, like a light bulb. Shadows point away
from the light in all directions.

7.3. Volume light


Volume light provides a visual depiction of the breadth of the light. Volume lights allow
for precise control over light direction, colour, and decay inside a specific volume.

7.4. Spotlight
Light is emitted from a point by a spotlight. Extra controls not found on other lights are
available on spotlights.

7.5. Area light


Rectangular light sources in two dimensions are called area lights. When compared to
other light sources, area light may take longer to produce.

7.6. Ambient light


Ambient light lights regions that are not immediately lighted by another light source.
8. Light animation planning

8.1. Point Light


Point lights emit light uniformly in all directions, like a bare light bulb or glowing star in
space. By the help of point light the different parts of car could be glowed up and it will
not affect the shadow either.
9. Material type description

There are 5 types of materials which are Lambert, Blinn, Phong, Phong E, and
Anisotropic.

1. Lambert
Lambert is a flat substance that creates a smooth appearance without highlights. It
calculates without considering surface reflectance, resulting in a matte, chalky look.
Lambert substance is perfect for surfaces without highlights, such as ceramics, chalk,
matte paint, and so on.

2. Blinn
The Blinn material type calculates surfaces in a similar way to Phong, except the form of
the specular highlights in Blinn materials reflects light more correctly. Blinn is suitable
for metallic surfaces that have subtle accents.

3.Phong E
Phong E is a quicker rendering variant of Phong that produces softer highlights than
Phong. Most artists use conventional Phong for things with bright highlights and Blinn
for everything else.

4. Phong
To provide correct shading and highlights, the Phong material type considers surface
curvature, light intensity, and camera angle. The algorithm produces crisp highlights that
are ideal for polished, bright surfaces.
10. Material and colour planning

As there are various kinds of objects, different kinds of materials must be used. For
most of the solid objects, which lack reflection and highlights, lambert material must be
used. There are a few sections where objects with highlights and those that reflect light
can be seen in this instance, materials like Phong and Blinn will be going to use. For
the color planning I want it look like a simple house color may be white to the wall.
11. Object animation planning

I have

12. Story board

Scene: 1

The camera zoom into the door as it open.


Wide-Shoot(showing some inside part of house)
Time : 0-4 second

Scene: 2

After enterning into home the camera focus will go


to clock which is showing time with a slight zoom
in.
Close-up shoot
Time: 5-8,9 second

Scene
3

The camera will tilt left to the study room where


we can see a study table and chair.

Wide shoot
Time:10-14 second

Scene 4

After showing wide shoot up study table the


camera will straightly focus on the laptop and
other object that was on the table with zoom in.
Close-up shoot
Time: 14-22 second

Scene 5

After that close shoot the camera will tilt right


and goes up to the new room showing various
object
Mid- shoot
Time: 23-30 second
Scene 6

After showing the first object of the room which


is chair the camera tilt left to the upside up the
room to show the moving fan
Mid-shoot
Time: 31-34

Scene 7
The camera will tilt down from fan to window
where the window will be open and show us
outside scene.
Mid-shoot
Time: 35-38
Scene 8

The camera will tilt left from window to bed.

Mid Shoot
Time: 39-42

At the very last scene the camera will go backward where all the animation
begins.
Second
Semester
Work
Introduction:
This is the second coursework of “3d modelling” assigned by London Metropolitan
University. On first semester we have written a concept about what we are making on
our second semester. I have already shown a whole story board what I am making,
duration of the video, concept pictures etc. In this semester the whole process going to
be how did I do all the course work with the screenshot of the model that I made and

how I made any subject inside maya.


Development process

Took a cube
Figure 14 Development Process

Figure 15 Development Process

Scaled it
Figure 16 Development Process

Added an offset

Figure 17 Development Process

Add offset at the middle and given the bed looks


Figure 18 Development Process

Extruded and made the back of bed


Figure 19 Development Process

Added a cube

Figure 20 Development Process

Extruded and given the look of chair


Figure 21 Development Process

Bridge according to need


Figure 22 Development Process

Added cylinder

Figure 23 Development Process

Extruded and given the look of watch


Figure 24 Development Process

Added the cylinder

Figure 25 Development Process

Added an offset and made the cup and extruded for handle and bridged
Figure 26 Development Process

Added cube

Figure 27 Development Process

Removed the sub division caps


Figure 28 Development Process

Added offset of the dustbin looks

Figure 29 Development Process

Removed the cap


Figure 30 Development Process

Extruded and added the thickness to the dustbin


Figure 31 Development Process

Added cylinder

Figure 32 Development Process

Resized it
Figure 33 Development Process

Extruded

Figure 34 Development Process

Given the look of fan and smoothed it


Figure 35 Development Process

Added cube

Figure 36 Development Process

Added subdivisions
Figure 37 Development Process

Added cube for the display and added offset and given the look

Figure 38 Development Process

Final look
Figurpe 39Figure 37 Development Process

Added cylinder

Figure 40 Development Process

Resided the edge


Figure 41 Development Process

Final touch
Figure 42 Development Process

Added cube

Figure 43 Development Process

Resized it
Figure 44 Development Process

Added edged loop

Figure 45 Development Process

Extruded and given the look


Figure 46 Development Process

Added cube

Figure 47 Development Process

Added offset and extruded inside


Figure 48 Development Process

Beige the cube

Figure 49 Development Process

Added edge loop and made door


Figure 50 Development Process

Added next door by bridging them

Figure 51 Development Process

Made storage at the side


Figure 52 Development Process

Figure 53 Development Process

Extruded for next room


Figure 54 Development Process

Added window to the room

Figure 55 Development Process


Figure 56 Development Process

Added window

Figure 57 Development Process

Bridged them
Figure 58 Development Process

Added references

Figure 59 Development Process


Use of material
1. Lambert
Lambert is a flat substance that creates a smooth appearance without highlights. It
calculates without considering surface reflectance, resulting in a matte, chalky look.
Lambert substance is perfect for surfaces without highlights, such as ceramics, chalk,
matte paint, and so on.

2. Blinn
The Blinn material type calculates surfaces in a similar way to Phong, except the form of
the specular highlights in Blinn materials reflects light more correctly. Blinn is suitable
for metallic surfaces that have subtle accents.

3.Phong E
Phong E is a quicker rendering variant of Phong that produces softer highlights than
Phong. Most artists use conventional Phong for things with bright highlights and Blinn
for everything else.

4. Phong
To provide correct shading and highlights, the Phong material type considers surface
curvature, light intensity, and camera angle. The algorithm produces crisp highlights that
are ideal for polished, bright surfaces.
Figure 60 Use of materials

Figure 61 Use of materials


Figure 62 Use of materials

Figure 63 Use of materials


Figure 64 Use of materials

Figure 65 Use of materials


Figure 66 Use of materials

Figure 67 Use of materials


Figure 68 Use of materials

Figure 69 Use of materials


Figure 70 Use of materials

Figure 71 Use of materials


Use of texture

Figure 72 Use of Texture

Added texture to an object

Figure 73 Use of Texture

Added texture to an object


Figure 74 Use of Texture

Added texture to an object

Figure 75 Use of Texture

Added texture to an object


Figure 76 Use of Texture

Added texture to an object


Figure 77 Use of Texture

Added texture to an object exporting from Maya using planner with its axis

Figure 78 Use of Texture

Added texture to an object exporting from Maya using planner with its axis
Figure 79 Use of Texture

Added texture to an object exporting from Maya using planner with its axis
Use of colours

Figure 80 Use of Colour

Figure 81 Use of Colors


Figure 82 Use of Colors

Figure 83 Use of Colors

Colour used in maya


Use of key frame

Figure 84 Use of KeyFrame

Figure 85 Use of KeyFrame


Figure 86 Use of KeyFrame

Figure 87 Use of KeyFrame


Use of lights

Figure 88 Use of Lights

Area light is used at most place

Figure 89 Use of Lighgts

Added roof to room


Figure 90 Use of Lighgts

Cast shadow turned off at roof

Figure 91 Use of Lighgts

Added 3 lights for 3 places


Figure 92 Use of Lighgts

Added hdri and reversed

Figure 93 Use of Lighgts

Added light foe outside look


Postproductions

Figure 94 Added Camera

Figure 95 postproduction

Rendered the scene at 24 fps


Figure 96 postproduction

Chose the camera from rendering view

Figure 97 postproduction

Rendered
Figure 98 postproduction

Rendered

Figure 99 postproduction

Added image sequence to PR pro


Figure 100 postproduction

Added to PR pro

Figure 101 postproduction

Modified the sequence setting to 24fps


Figure 102 postproduction

Added to time line

Figure 103 postproduction

Added sound to video


Figure 104 postproduction

Choosing the setting

Figure 105 postproduction

Rendered
Conclusion

In conclusion, 3D modelling technology has transformed several industries, including


engineering, healthcare, entertainment, and architecture. Its capacity to produce
realistic representations of things, settings, and even human anatomy has significantly
enhanced communication, problem-solving, and visualization skills. In general, 3D
modelling keeps pushing the envelope of imagination and creativity, and its uses are
about to reach new heights, influencing a range of industries as well as how people
engage with technology in the future.
References

https://academyofanimatedart.com/maya-lighting-and-rendering-

https://www.peachpit.com/articles/article.aspx?p=31330&seqNum=3

https://courses.cs.washington.edu/courses/cse458/05au/reading/lighting_tutorial/
light_types.html

https://flylib.com/books/en/4.423.1.136/1/

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