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Advanced & Experimental Advanced Maya

Week 3: Rube Goldberg Machine Simulation Bake & Texture in Maya

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 workshop

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:

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
  • Untreated wood texture – https://quixel.com/megascans/home?category=surface&category=bark&assetId=wghjcggn
  • Vintage number 1 – https://www.freepik.com/free-vector/ornamental-1-background_1138096.htm#query=no%201&position=31&from_view=search&track=sph
  • Vintage number 2 – https://www.freepik.com/free-vector/ornamental-2-background_1138095.htm#from_view=detail_alsolike
  • Wood workshop – https://hdri-haven.com/hdri/repair-facility