Tank Project 4: Animation and Video Editing

Now that my model is finally complete, i can set up the animation for it. I won’t be animating the tank itself, but only the camera view. First off. I have to set up the lights for my model. I always put up three lights, the key light, fill light, and back light. The key light is the main source of light and it shines the brightest. The fill light helps lighten the shadows. The back light helps illuminate the model from behind.

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Once I got the lights set up, I added a camera and animated it to look around the tank. It’s a very simple procedure. First, I make sure the animation will be in pal and in 25 frames per second. Next, I click on auto key and click the big plus sign next to it. While in auto key, I move the frame bar at any number of frames. After setting the frame bar, I move the camera around the tank. One by one, I move the camera’s position as well as the frame bar. As a result, it let me  have a complete animation till the end. Once I’m done animating, I start rendering the animation and the tank at high quality. It saves in frames according to the number of frames that you set up. The files were already saved, and it was time for me to compile it in a video. I use Premiere Pro as a video editing software. When I open premier pro, I import the first frame of the animation but as numbered still. Numbered still helps bring the entire animation into one file as I import.

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I also add titles for introduction and for ending the video. I also added a background for my animation. In premiere pro it video and audio layers, so you can be able many clips or videos and place them behind or in front of each other. I put the background in video layer 1 so that it will stay behind the tank model animation. I added a background music called “Prepare for the end” by Epic Score. To make my video livelier, I added video transitions that will help my video flow well when switching another clip. For bonus, I added an example of my works such as the texturing and the unwraps. I can resize the clips however I want. Finally, I exported and saved the entire video in pal and in high quality. This then shows that I am finally done with my project.

 

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Tank Project Part 3: Unwrapping and Texturing

After having my modelling done and checking to see if the size is proportionally right, it is time for me to let my model have its skin, or in other words, its own textures. In order to add textures to my model, I have to first unwrap, which is to make the 3D part of the model flat and 2 dimensional. First of, I choose which feature of the tank that I will try to unwrap. After choosing the feature, I make that feature reset its form because without it, it will only tell me that its a normal box for example. I go to utilities and click reset Xform on the selected part of the tank. After resetting it, I open the modifier plane and clicked on unwrap UVW. It will bring out a tab with options involving the unwrap. I click on open UV editor and it will open a window looking like this

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The editor shows the flattened planes of your model. As you can see here, it does not look organized and it does not look like it is easy to texture. How will I organize it? First, select on which plane of the model that I will take out from the box. When I choose the planes though, I had to make sure that the projections was set right. Depending on the plane’s position of the model, the planes can either be in an x, y, or z axis. Because if the planes are not projecting properly, the unwrap will look weird. After having the right plane projected, I move and drag the plane out of the box. I selected the plane, go to the tools tab and selected relax. It will give me an option having the planes relax to its proper shape. I then have the plane and the shape that I desire. After relaxing the object or plane, I repeat the same step to other features; however, after having the planes projected properly and relaxing, I had to select the same plane along with the other planes that already relaxed. I doing so, I click on relax again and it will give me the right shape and size along with each other. After having that done, I move the planes close together. My job now is to make the edges or the lines merge together to be as one object. When I merge or stitch the edges, I have to make sure the edges are close and can correspond with other edges. It will show me a blue color on the selected edge.

Screenshot (32).pngOnce I get the objects close, I click on stitch for them to combine and it will result as this

Screenshot (34).pngI click on relax and the object will form into its proper shape. I repeat the same step towards other planes. Once I’m done unwrapping according to how I want. I then organize the unwraps into looking like this.

Screenshot (31).pngLooking at the unwraps, you can tell that it’s ready to be textured. I did the same procedure to every other features of the model. I then merge the features into one big file and organized the unwraps accordingly. This is what I will get:

Screenshot (29).pngThis is how much I have in unwrapping. Once I have the unwraps ready, I go to photoshop, the graphic design software, to texturize the software. In order to texturize, I have to search online for textures that will suit well with my tank. I found the textures and started cropping the textures the shapes of the unwraps. I had to make sure the textures are properly assigned to the right unwraps. This is the result:

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After texturing, I save the file as targa and open back to 3DS max. I open material list by clicking “m” and clicked the diffuse box to open the targa file. Once I had that set up, I drag the material textures into my tank and this is the result:

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Now that I finish unwrapping and texturing, I move on to animating and video editing.

Tank Project Part 2: Modeling

After my last blog about having the setup of the blueprints and the box model, it was time for me to match the blueprints. In doing so, I first make my box transparent and then play around with the box to match with the right size of the blueprint. For example, I changed my box model into editable poly, and after doing so, I move around the vertices. I look at the left view and see how the model will fit with blueprint.Screenshot (24).png

As you can see here, I changed the shape of the box and matched instead with the tank’s shape. I also had to make sure to check on every view and angle so that I can know the right size and position.

Screenshot (25).pngIt was a bit difficult for me to handle because my blueprint of the tanks vary in size so it wasn’t all accurate. I also will like to explain that if I want to make the box have the same side and symmetry, I can actually modify the model to be symmetrical. First, I have to half the model by selecting the horizontal edges in the middle and click connect to make a middle vertical edge. I then select either left or right plane side of the model and delete to make a half. Second, I open the modifier panel and select symmetry. I check on mirror and adjusted the axis to see which side the half model will make a mirror duplicate. After having a duplicate mirror on the opposite side, I connect or merge the vertical edge with the other half of the model, letting me have the perfect symmetrical model (if needed to be quick and knowing the that the tank have the same sides.) I continue to make other features of the tank by not adjusting the vertices, but also beveling, extruding, and reshaping the model to make it almost look like a tank. As a result, this is what it looks like.Screenshot (27).pngIn some features of the tank, I did not add any symmetry but at least adjusted the model to the right shape according to the blueprint. It’s not a complete work yet and a lot of work is needed to be done, so I adjusted the model to make it look almost realistic, and then I added additional features for the tank. As a result, it came out looking like this.

Screenshot (28).pngSo far, I’m quite proud that I made it this far, but now that I have my modeling done, I can now move to unwrapping and texturing.

Tank Project Part 1

Following the last weeks of our trimester, our lecturer wanted us to model a military tank. He wanted all of us to find and choose a blueprint of a tank online and show it to him for approval. I looked through the website called “the-blueprint.com,” and I found one tank that he approves called the “Type 28 (Chi Nu).type-3-chi-nu

Now that I have my blueprint of the tank, I can now start to model. I model first by adding a plane. I stretch them and arrange them before I proceed to modelling.In doing so, I click on the plane and modify it to UVW mapping. I then click on the keyboard “m” to open up the material list. I go to the diffuse check box, click on it and chose bitmap. After clicking bitmap, I chose the blueprint for the tank modelling. In doing so, it will show on my material list. I drag the blueprint into the plane and its shape is not sized properly. I go to the UVW mapping tab and clicked on bitmap fit. The blueprint picture formed into its proper size and image. Since it’s in the plane, it wont show everything. So if I want to adjust the picture on the plane, I open the sub tab, clicked on gizmo, and adjusted the picture while the plane remains still. After doing everything I repeat it again by duplicating and adjusting the picture from other planes. It will look like thisscreenshot-21screenshot-20Once the blueprints been set up, we make a box and position it according to the body of the tank. I had to check in every view on how the box will fit proportionally to each and every side. Of course, I can check the box’s position by making the box transparent. That way it will be easier for me to position the box properly.Screenshot (22).png

 

“Pirate’s Gold” Post-Production

Finishing up in the final stage of the production pipeline, I had to add some lights to the models before I render. I inserted only three lights, each with a different role for the shot. There is a key light, a light that shines the brightest upon the model. The fill light that reduces or lowers the deep shadows cast by the key light, which it should be on the opposite of the key light’s position. Rim or back light adds a little glow on the back or top of the 3D model to make it more realistic because if not, then the shadows will envelope around the model, and it will look bad. This way, I made the sequence a lot better.

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Once I got the lighting right, I then checked the animation of my models in camera mode to see if the scenes will be good or if they can be adjusted. After a few adjustments and checks, I rendered the video into targas which gives me 250 files since the animation was about 250 frames (10 seconds). I imported the rendered files through image sequence into the software, “Premiere Pro,” for editing videos.

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While I was editing my video, I added a background music, Spongebob Trap Remix “Krusty Krab,” that was made by Eugene the Dream and I also added sound effects to the video such as the falling whistle sound and metal thuds to make the scenes livelier. I added transition effects between the animated video and the title sequences.

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After editing the video, I exported it as media and as h.264 (mp4) with highest rendered quality. Finally exporting the video, the whole project is finally done and I manage to learn a thing or two about animation. There’s going to be a bigger challenge next time, and I hope I will be able to pass and learn.   

“Pirate’s Gold” Production

After having the layouts, the designs, and the storyboard, It was time for me to move on to the production of my project, the “Pirate’s Gold.” During the production, my first goal was to model the chest to the way I want it to be.

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I just added a box and resized it to make it look big and rectangular. That box was made as a base of the treasure chest. I made the left and right side of the chest triangular and made some lines around the chest for the selected planes to be extruded. I added another box and made it as a lid of the treasure chest. I made the lid smaller than the base and beveled it to make it look like a cubed trapezoid. I then inset the top of the lid to add space for the planes and extruded the center down to give it more depth. I adjusted the model and link the two boxes to make it as a complete treasure box. I soon then added a handle in front of the chest and also modelled an eight-sided cylinder that acts as the hinge of the chest’s lid.

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After modeling the treasure chest, I selected the model and Unwrapped the UVW of the treasure chest. Unwrapping the UVW of the treasure chest will flatten the model into 2D and it will also help me add textures to the flatten planes. I assemble the Unwraps of the treasure chest within the box in order for the textures to be shown when used.

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I edit and place the textures in the software called Photoshop. Photoshop allows me to edit and design images for graphic designing or other purposes. Texturing allows me to control the colors, reflectivity, and the shininess. I use the wood and metal textures from the internet as texture materials for my treasure chest. I cropped the textures and place them into the UV maps with its proper shape. I added a bumpmap or shaders to make the textures have a more decorative look. I also included specular texture to show the model’s shininess.

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         After having the UV maps prepared with its textures, I save it as targa and used it as materials for the chest. Then I started adding the environments from the assets that were given to me for this project, which helped make my job a lot easier. I added in the environment a skydome that acted as the sky. Then I added palm trees, grass, crabs, coins, and a board as props for the animation. I also added textures to them from the assets, which made the environment complete.

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After processing the textures into the models, I rig some models to be put into action and be animated. I rig the chest’s lid to open; rig the crabs to move, and rig the camera to move as well. By inserting the camera, it will allow me to make the right angles and shots according to my storyboard. After having the rigging done in most objects, it was time to render it and move into the post-production.       

“Pirate’s Gold” Pre-Production

Last week, I was given an assignment to work on a 3D animated project codenamed the “Pirate’s Gold.” As I have learned through the weeks of college, I know that it is important to know the production pipeline. First off, I started my project by initiating the pre-production. I came up with the plans and started putting them into scratch.

 

My first goal was to come up with a design for the treasure chest and use it with a layout for the scripted commercial. In doing so, I first made a simple design of my treasure chest that was inspired from the chest design from a popular video game series known as “Borderlands.”

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The chest is long and different from all the other treasure chests. It almost looks like a coffin, but it includes with a handle. The top lid is not round, but almost rectangular. The left and right sides of the treasure chest is triangular because I wanted it to be different from other chests.

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After making the design of the treasure chest, I had to think of the layouts for the storyboard, see where the camera should be pointing at, and how the chest should be positioned and reenacted. The environment for this project will be set in an island filled with sand, grass, and palm trees. There will also be some crabs that will be part of the animation. The camera jumps over the grass to look at the sign, and then looks up as the treasure chest falls. The camera moves around and focuses on the treasure chest while the chest occasionally shakes. The camera stops in front of the chest and zooms in. The camera immediately zooms out when the chest jumps and opens. The chest then slowly lands and sprays out gold coins.

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