Gaurav Kshitiz Acharya
Gaurav Kshitiz Acharya
Gaurav Kshitiz Acharya
Assessment Type
Individual Coursework
2024 Spring
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
4.1 Clock
4.2 Dustbin
4.4 Chair
4. 6. Bed
p
Figure 8 Object art
4.8 Window
4.9 Cup
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
7.4. Spotlight
Light is emitted from a point by a spotlight. Extra controls not found on other lights are
available on spotlights.
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
Scene: 1
Scene: 2
Scene
3
Wide shoot
Time:10-14 second
Scene 4
Scene 5
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
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
Took a cube
Figure 14 Development Process
Scaled it
Figure 16 Development Process
Added an offset
Added a cube
Added cylinder
Added an offset and made the cup and extruded for handle and bridged
Figure 26 Development Process
Added cube
Added cylinder
Resized it
Figure 33 Development Process
Extruded
Added cube
Added subdivisions
Figure 37 Development Process
Added cube for the display and added offset and given the look
Final look
Figurpe 39Figure 37 Development Process
Added cylinder
Final touch
Figure 42 Development Process
Added cube
Resized it
Figure 44 Development Process
Added cube
Added window
Bridged them
Figure 58 Development Process
Added references
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
Added texture to an object exporting from Maya using planner with its axis
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 95 postproduction
Figure 97 postproduction
Rendered
Figure 98 postproduction
Rendered
Figure 99 postproduction
Added to PR pro
Rendered
Conclusion
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/