This week, I focused on finalising the model and adding textures. Additionally, I also added a last animation using MASH.
I decided to change the base of the model to a more straight surface with ‘windows’ on it and stars as decoration. I tried to add a tinted glass texture to the windows interior so mixed with the surface underneath would look like a translucent glass. Then I added the platform and the dome of the model, and also, I created a ‘mechanism’ based on a comet shape pushing a spinning plank that was holding the handle from rotating (using manual key framing). In addition, I also added some stars rotating around the model using a torus as a reference shape and then positioning and rotating the stars using MASH distribute tool.
Once I had the final model modelled, I started adding textures and lights. I added a space like background to thee interior of the dome and a yellow glow ring to the edge of the dome. Then, I added a brushed metal and gold texture to poles, gears and satellites rings. For the planet’s actual rings (not the satellites rings), I added a texture of a picture of the real rings of Saturn, so they can be differenciated. For the Sun, I added a bubble like texture that when changed to yellow-orangish colour, it looks like the Sun’s surface. I added this texture so the glow did not look that flat pale yellow colour. I also added a more saturated glow to the planets and satellites, and also added some neon yellows, purples, and blues to some edges to make it stand out from the dark background. The base is mostly purple, with wooden window frames, purple translucent glass for the windows, and golden stars for decoration. The handle and the spinning plank are textured in wood and brushed metal, and the comet has like ‘fire’ texture and glow (like I did with the Sun). The base has a wooden floor pattern with a golden edge and a golden trail where the comet rotating mechanism is supposed to be attached.
Space background, neon edges, Sun, planets, and gold/metal star, gears, poles and ringsComet texture and glowFinal texture
This week, we focused on baking our bullet simulation to proceed to add texture and set our camera movement.
After all the bullet system is built and set up, we need to bake the simulation so the programme creates the animation’s keyframes of each active rigid body. In order to do this, I selected all the active rigid bodies, then selected ‘Bake Simulation’ on ‘Edit->Keys’ tab. Once Maya has created the keyframes of each element and since we no longer need the bullet system set up, I selected ‘Delete Entire Bullet System’ on ‘Bullet’ tab so all the bullet elements are deleted. I also manually animated with keyframes the background gears since I struggled a bit trying to animate them with bullet; every time I added a new hinge, the whole animation stopped working as I had it set up so it was really time consuming to adjust it all over again each time.
After baking the simulation, I proceeded to texture my design. I liked the cyberpunk mixed with steampunk look that my machine was getting and decided to add some metal textures such as copper, gold, chrome, and brushed metal, as well as glass texture on the helix slide, on the top part of the machine and on the light bulbs. These reflective materials gave me the opportunity to add glow to the balls and to some parts of some elements such as to the ring holders of the helix slide, to some neons on the finish line, and to the filaments of the light bulbs. The following examples inspired me with the colours, mood, and composition of the scene.
Before adding the textures, I searched an HDR in polyhaven.com and downloaded a wood workshop HDR with low and warm light conditions. I wanted to give the feeling that this machine was made in this workshop from random materials found in it. I also researched textures and references like wood, old gears and light bulbs:
Wood workshopPlanks wood textureMetal texture with marksUntreated wood textureBase wood textureVintage number 1Vintage number 2
I also found a tutorial in YouTube of how to make glow effect:
https://www.youtube.com/watch?v=E9iIf95BCQ4
The following sequence of rendered previews show the textures I used:
Wood texture for the baseGlass texture for the top with pink reflections (specular)Glass texture for helix slide with yellow reflections (specular)Copper, gold, chrome, and brushed metal texture for gearsI tried adding a bump map but this texture look too exaggeratedFirst texture attemptSecond texture attempt – it feels more subtle with just a few marksChrome texture for the second slideYellow and pink neon glow for the ballsNeon loops that would function as ‘holders’ of the glass slideWood texture for spinning planks – UV adjustment so the wood lines look vertically instead of horizontallyChrome texture for fixed planks so it reflects the glow of the ballNeon sides in the spinning planks so they are more visually appealingNeon lights added to the finish lines and light bulbs with glass texture and neon glow in the inside filaments
The light bulbs were modelled and textured later on as I thought that the space at the end of the base was looking a bit empty and boring. So I modelled them with the idea that they would turn on when the ball hits the finish line planks and a switch is triggered. I modelled the base and outer side of an old school light bulb and added inside the filaments that I textured separately to give the glow effect. Also the glass of the light bulb is doubled so it gives this thickness and volume effect.
I could not finish the final design this week as I added more elements of what I initially planned and it took me longer than expected, but overall I am very happy with how this is turning out.
Textures and HDR:
Base wood texture and planks wood texture – https://polyhaven.com/a/wood_cabinet_worn_long
Metal texture with marks – https://quixel.com/megascans/home?category=imperfection&search=metal&assetId=uh4obghc