3D Room in Maya

Over the past month we had an at home assignment from Matt to complete. We were told we had to create an entire room full of assets in Maya; either a room for our home which had to be as identical as possible to the real thing, or a spaceship room. I chose to recreate my living room, as my bedroom is very cluttered and I preferred the idea of trying to match an existing room rather than inventing one.

I began by doing assets. Firstly the seats, fireplace and mirror to map out and help scale the room for the next assets. I did create each asset as separate files, and I had a ‘Room’ Maya binary file in the same project for importing each asset into afterwards as they were completed.

After those I started on my units- a cupboard, TV unit, some drawers, a table, box and other smaller things, like a clock and picture in a picture frame. I had some trouble with textures on these, some only worked at college and some only worked at home, and some were normal until importing where the UVs were messy sometimes and not others (this could be to do with me not changing the names of the materials before importing so the files wouldn’t get muddled up, but sometimes all of the textures would be correct and other times none of the UV unwrapped textures were, as the UVs were all over the place). Every time I’d open my project some of the UVs had moved, so getting most of the renders had to be done at once. When taking the renders in my Powerpoint, the drawers under the stairs proved to be difficult to fix, so I used my FBX export of them,which showed up slightly transparent on photos, but at least the textures were on. For the other assets I mainly used exisiting textures or colours, but for the picture inside the frame I got a photo of the actual thing and edited it into the centre of the UV.

After that I made my window- the window was odd as one section of it doesn’t open so has less panels as the others, but it worked out okay in the end. I then took a photo of my garden from the perspective of the window and made that the texture over the ‘glass’-The effect this created is one of my favourite parts about the room.

I made a TV  which I was quite happy with. I had difficulty texturing a lot of things, but with the TV I managed to do a back blinn around the outside, a translucent grey around the edge, a dark grey lambert on the screen and even the little Samsung logo on the front, by just adding text to my Photoshop UV file and editing it. The outcome was closer to the real thing than I’d expected.

I textured the floor and then made a rug and staircase. The staircase took quite a while and scaling it to the room was difficult, though I really like the look of it and think it makes the room look instantly a lot more like my real house. The rug was simple to do, and I made my own texture for it by taking a photo as bird’s eye as my arms could reach, then editing it in Photoshop before applying it to the model.

The walls proved to be challenging, as they are very complicated in that room of the house. I did the best I could do replicate the shape of the room, though and textured the wallpaper by using photos of my real wall. I then made doors which fit nicely into the walls I made so I think I did alright with the scale,and the doors were easy to model.


Overall I am happy with my room, but feel I can go further with it, as I’ve ran into many difficulties with texturing which have taken up a lot of time to constantly fix- so knowing what I do now, I could have spent more time making more assets, and because I feel like I have learnt a lot about modelling, but could do even more, like using nCloths. For comparison photos to the real room I used a powerpoint: roompresentation



Christmas Reindeer Character

On Friday I spent some time designing my reindeer character for the Christmas mini-game I am making. To come up with this, originally I hand sketched a copy of a reindeer, then I drew out an idea for a more stylised image which would be easy to replicate on Flash.
I did these with a ball point pen.

I’m new to Adobe Animate and have barely done any digital art, but the artwork method for drawing this reindeer was surprisingly simple. I used a mixture of the mouse and graphics tablet to complete my first deer drawing. After that, I did a key frame animation of it looking up and down by redrawing and replacing the head a few times. Here are two of the final key frames:

I am happy with the outcome and I can’t wait to put it into a game.

Understanding 3D Control

Today in Pete’s VFX lesson we built a box in 3D space in after effects. It was quite simple to build. All we had to do was make a 500×500 pixel square and view it from the ‘Custom View 1’ camera.
Then I duplicated the square and changed the colour of the duplicate object, then i rotated it 90 degrees and snapped the shapes together. I did this 2 more times and formed a cube.
After that I added two lights into the scene.box

I then put all of the squares into a Null object and then added that Null into a new one, so I could align the pivot to the centre of the box by moving it’s position to -250 (half of 500). This meant everything would rotate around the central pivot point.


Walking Simulator

We made walking simulator games in Ant’s class which began as 4 walls, a dining room set, a door, a key, and a radio. In class we coded the key to be placed into an inventory when it is clicked on, so it is destroyed from the scene. Once the key is in your inventory you can click the door and it will open (which we had a script applied to so it would swing open rather than jump). We also added music to the radio.

We also made a character which would be our main camera (first-person) and coded for them to have a ‘Flashlight’ which was a spotlight attached to it which can be toggled on and off by clicking ‘F’.

At home we needed to add more into our scene. I decided to model a chest in Maya, one which was made of 2 polygons- the bottom of the box and the lid. I animated the lid in Maya to open and then textured it before adding it into my dining room. I also made a second room with a couch and TV- with a unit- and a rug, and some windows for both rooms. I textured the rooms to make them look better also.


I spent a long time trying various ways of scripting the chest to open upon mouse down; the idea was that I would place the key in the chest and you would have to click the chest to open it and collect the key before you could open the door. I got close but not close enough to animating this alone, and needed Ant’s help with it before we tested everyone’s games so far.chest.png

Other issues I need to still fix are providing purpose to the battery in my scene and keep adding to the game so that my door in the next room can be given a function and somewhere to lead to. I could also do with fixing the colour of the windows and adding more assets into the space so it’s harder to find the key.

Lamp Animation

In Maya we have been animating a Lamp Rig for Matt’s lessons. We learned how to animate cubes, which I worked on some more at home, and the 12 principals of animation, and now we are working with more complicated rigs with multiple Pivots.

The animation needed to be set to 24 fps, and the lamp needed to be made into a character set. A character set makes the animation easier to do because no matter which parts of the rig you move, you only need to hit S once to set a key frame on all of the set, rather than only on that one particular point. Turning the set off can be easier to tweak certain things though.

For this animation I did a pop-through, which means there would be no animation between key frames, so I could see the main actions my animation would take and when. I think it helped with making use of the pose to pose method. I managed this by using the graph editor.

Once I had my animation mapped out I then used the regular playing option to refine frames in between. I tried to use squash and stretch, anticipation and secondary action primarily here.

I like my animation but it could use some refining. This was my second attempt at animating the lamp. In my first one I didn’t use pop-through and, since I disliked that animation so much, I restarted and used the method to create a totally new scene.


In Tony’s lesson we were looking at different animations of effects. I decided to try to do a frame by frame explosion animation of stone exploding on Flash which was very basic looking but was a ice introduction to Adobe Animates actual animation abilities. I couldn’t compile this onto my blog but screenshotted a couple of key frames showing a chunkier movement of how it looks on the engine. On Flash it is quite a smooth motion, done by drawing on top of ‘onion skins’ of previous frames.

The rock hopefully looks like it explodes and the shrapnel disappears behind smoke, followed by an orange fire-y cloud, then all of it disperses.

explosionpowerpoint (this is a couple of the key frames)

Data Types

Today in Ant’s lesson we learned the different C# data types in Unity.

There are 4 main data types we learned about; Integers, Floating points, Booleans, and Strings.

Integers are whole numbers in code, which can be used to do things such as move an asset by a certain amount of pixels/second. In code these variables are written as ‘int’.

Floating points are decimals, which tend to be used in 3D games for things such as rotations. In code these variables are written as ‘float’.

Booleans are usually 2 possible values, where you have one or the other; for example, if you have 1 your character could be classed as alive, whereas 0 is dead (and the game would be over). Booleans are written as ‘bool’ in Unity and as ‘Number’ in Flash.

Strings are chains of characters used to reference something, such as ‘(“Vertical”) in a transform script. Strings are declared in Unity by ‘string’, and by ‘String’ in Flash.

All of these variables can be made available to edit in Unity editor (outside of the script alone) by making them ‘public’ which just comes before the data type. They will then be viewable/editable in the Inspector.

Here are example lines of c# script I wrote to practice writing the different data types.

datatypesWe then implemented some of this into a space game we have started to make to control the rotation, engine power and thrust of the ship character in the game.

shipscript.pngThis made the ship accelerate forward when hitting the up arrow key, and rotate clockwise and anticlockwise with the right and left arrow keys.


Robot Sketches

These are some robot sketches I did on paper based off the inspirations I outlined in a previous post from movies such as Wall- E and Robots. I’m not entirely happy with all of them and they’re a bit messy but it was fun to play around with ideas.

I feel like I drift more towards drawing human-like figures with my designs, mainly as I struggled to think of original robot material ideas, and because I am so used to drawing people more than anything else.

I added in some colour in places (such as the last photo) as the Robots movie designs I looked at were so bright and the colour was a part of the appeal, as well as to show how different generations would look of a similar model.

With some I imagined a function or object a robot could be built around- like pulling apart so the head could be a detachable drone, or having wheels like a computer chair or a jet instead of legs- giving the ‘bots mobility variation.

I look forward to continuing to experiment with ideas of my own and developing my robot designs further- and want to come up with a final design I am happy with.

Robot Inspirations

Image result for robots movieImage result for wall-e






The first robots I could think of for my robot design in Tony’s class were the ones from Robots. I love their clever designs based on scrap metal pieces- for the most part- being put to new use. I like that they’re stylised still with big, round eyes of all kids, bright colours, and expressive faces. It reminded me of Wall-E because,not only is his style similar enough, he collects scraps alone on earth in the movie and sort of became a scrap robot himself. I loved both movies when I was younger so I’d like to create a robot with the same kind of materials and style as these.

The most creative robot I recall from Robots was the  Dishwashing Dad (since his stomach had a purpose for his career).
Image result for robots dishwasher dad

I also remember both movies displaying a totally opposite kind of robot; ones which were designed to make the old ones obsolete. These were the Robots of Robot City and the modern robots from Wall-E, like Bigweld and Eve. i’ll use their more modern looks as inspiration too.