Jimmy's Imagination By Jacquelyne Mark

Week 1

In week 1 we were to brainstorm and gather reference images. The brainstorming stage allowed us to determine what our scene was going to be based on. Then you develop a narrative explaining the scene. Last we had to find reference images that were going to assist in designing the objects for the scene. This point of the project is pretty fun because you get the option of playing around with different ideas and seeing what works. Once you have the idea finding the images are pretty simple.

Narrative

Jimmy is a 6 year old boy, who is in 1st grade. Unfortunately he is a daydreamer. Jimmy is sitting in music class, where he enjoys playing the drums. Unfortunately he only gets to hit the drum every once in a while, so he starts to daydream. Jimmy is daydreaming that he is the drummer for the rock band named, The Odd Five. They are playing on the great stage of the Radio City Music Hall. The Odd Five consists of all Jimmy's friends; Caleb on guitar, Kameron on keyboard, Jacob on bass and Tyler is lead singer. They start rocking out and the crowd goes wild! When it is time for Jimmy’s solo the crowd goes even more wild!

Reference For Setting

I chose this stage for my reference because I liked the overall look of it. I liked that the drummer sits higher than the other band members because my main character is the drummer. I also like the way the effect of the lights have on the stage. They are portraying a fog effect.

Disturbed Live [Digital image]. (n.d.). Retrieved October 29, 2016, from https://commons.wikimedia.org/wiki/Disturbed#/media/File:Disturbed_live_2009.jpg

References For Characters

Reference For Objects

These are the reference images I used to design my props used for my scene.

Drums for Jimmy

Drum Set [Digital image]. (2009, April 18). Retrieved October 29, 2016, from https://commons.wikimedia.org/wiki/File:Drum_set_no_numbers.svg

Guitar for Caleb

Guitar [Digital image]. (n.d.). Retrieved October 29, 2016, from https://pixabay.com/en/guitar-electric-instrument-musical-309644/

Stool

https://pixabay.com/en/stool-seat-seating-red-furniture-576149/

Week 2

In week 2 we started developing our character mesh using basic shapes. This step of the project was a little intimidating because this was the first time using Maya. I definitely redid my character multiple times before getting it some what looking like a little boy.

Character Mesh

The body of my character started out as a polygon cube. I then extruded the faces of the cube to develop the rest of my characters body parts. Each body part was shaped during and after the extrusion. For the head of my character I used the polygon sphere, which as a separate shape.

Week 3

During this week we were working with NURBS surfaces rather than the standard 3D primitive shapes. NURBS allow you to create smooth curves and surfaces. NURBS modeling excels at creating curved shapes and lines, so it's often used for organic forms such as animals and people. I found this week to be pretty difficult, because your really only drawing half the object. You don't really know how the object is going to turn out until you click on the tool after you have drawn the curve. Just takes some time to get the hang of it.

For the first image (left), I used the bevel tool. The bevel surface tool allows you to take an open or closed curve and extrude it. I tried using this tool to make the body of my guitar.

For the second image (right), I used the revolve tool. This only requires one curve that is then revolved from 0 to 360 degrees around a single point. I tried making the stool with this tool.

Week 4

In week 4 we had to develop environment objects, props or accessories for our character. During this week I developed my instruments for all the band members. This was my favorite week. I really enjoyed designing the instruments needed for the band. These really showcase the tools I have learned in previous weeks and my overall design abilities.

Instruments

The drums were simple in the sense that they are just polygon cylinders. Even though it didn't involve more tools, it was still challenging to make sure all the different parts were lined properly. I selected the center faces of the drums to change the color.

The guitar started out as a polygon cube. I then extruded from there to get the shape of the guitar. I deleted some of the faces on the front of the guitar to give it the hollow look. The tuners and the strings are all separate parts. All the different parts started out as polygon cubes and then shaped to the desired look.

The keyboard again used basic shapes. The keyboard itself and the individual keys were made from polygon cubes. The legs and feet of the keyboard were made from polygon cylinders. A very simple design.

Week 5

In week 5 we had to apply color and texture to our character, environment, and prop objects in our scene. We used basic shaders, UV mapping and textures, and photo-real mapping. The four basic shaders I used were Lambert, Blinn, Phong, and Phong E. A Lambert is a matte finish. Blinn reflects light. It is used for shiny and metallic surfaces. Phong also reflects light. It is used best for plastics, glass and metals. Phong E reflects light much like the regular Phong but has more detailed control over the settings to adjust the glossiness of the surface. It's uses are similar to the Blinn and Phong, but it gives more options for metallic reflections.

Textures

For my character, I highlighted the faces of the character mesh I wanted to use for the clothes. I used a Lambert finish and just changed the color.

For the stage floors I used the Hypershade panel. Here is where I selected two Lambert shaders, one blue and one gray. Then I added the noise texture to my colors. These were applied to the stage floors of my stage.

Hypershade Panel
Stage floors showcasing the noise textures.

For the middle stage wall I added the logo of the band The Odd Five. I just picked a Lambert shader then added the picture as the color. For the right and left stage wall I used bump mapping, which just creates a texture feel to an object. I added the material called cloud 1 to give it the stone wall look.

I used the UV Texture Editor and spherical mapping to make sure all the faces of the band members lined up properly.

Week 6

This week we added lighting to our scene. We utilized the different lighting options to make our scene look more realistic. The different lighting options are:

  • Ambient light - casts an even light across the entire scene
  • Directional light - casts a light in a general direction
  • Point light - casts light from a single specific point in space. Similar to a light bulb
  • Spot light - emit from a specific point and radiate out in a cone shape
  • Area light - emit light from a flat rectangle shape only. They emit from an area not a single point
  • Volume light - emit light from a 3D volumetric area as opposed to the Area light's flat rectangle

This week I had fun playing around with the different lighting options. It takes some time learning which ones work well together and how to position them. I was excited to play around with the fog effect, so I could use it for my scene. The lighting definitely helped me wrap up my scene and make it more realistic. You can't have a show without proper lighting.

Lighting

First we had to try out the three point lighting system, which is used for the primary subject of the scene. Because it's based on position and angle of the subject to the camera, adjustments need to be made when the camera is moved for a different shot in the scene.

Three point lighting -

  • Key light - placed in front of the object and off to the side - used the point light
  • Fill light - fills the rest of the object with light and decreases the dark area caused by the key light - used the directional Light
  • Back light - is placed behind the object, which helps it pop out in the scene - used the spot light

Adjustments were made with the lighting and color was added.

Final Project

This project was very intimidating at the beginning. Learning a new program and developing a possibly very detailed or busy scene was scary. Going into this I had no idea how time consuming 3D modeling really is. It's exciting taking something that I have drawn in a form of a comic book and bring a part of it to life. My favorite part of this project was developing the instruments. Even though two of them were pretty basic, it was still a challenge. I am happy with the way they turned out. My most challenging part of this project was definitely the character mesh. Our bodies are very intricate. It's extremely hard trying to mold a body from a cube. Overall I really enjoyed this project, and want to continue making this better.

Final scene

Credits:

Created with images by mahfrot - "clouds" • debtony - "Jan 3: Music manuscripts" • Ridderhof - "background concrete stone" • r.hope22 - "Lighting" • Conanil - "Final"

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