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KNB127 CGI FOUNDATIONS N11456388 Adrian lai

Image source: From cgtrader by jamesmiddz, 2021 (https://www.cgtrader.com/3d-models/exterior/cityscape/low-poly-british-royal-mail-red-post-box-letterbox-mailbox)

Week 1

In week 1, I began preparing myself to use Maya, a 3D computer graphics software developed by Autodesk. I am new to Maya and also to creating CGIs, but hopefully I will be able to learn all the skills required for making CGIs and animations through researches and attending workshops. The first assignment is to create a mailbox using Maya and then apply textures using Adobe Substance 3D Painter. 

This is the referencing image of the side of the mailbox. It is provided in Canvas under Assessment 1 - 3D Workflow (Details) 
This is another referencing image of the front of the mailbox
This is the coloured concept art of the referencing images. Final outcome of my mailbox should look something like this in the end.

Week 1 reflection

This week, I have been exploring Maya and getting familiar with its interface. I haven't started working on the assignment yet because I'm still getting used to 3D modeling apps. I will start working on the assignment in week 2.

Week 2

In week 2, I have been starting to modeling the mailbox. I have used a model of a cylinder in Maya as a base to start. Then, I cut it in half and expand the parts of the cylinder to make it form like a mailbox. In order to make the mailbox looks appealing, I will keep refining the shape of the mailbox until it looks similar to the referencing image.

Front of the mailbox
Side of the mailbox

Refining

The size and the shape was actually wrong , so I need to refine the model to make the mailbox's shape fit like the referencing image.

Version 2: The shape of the mailbox has been refined, the size fits well with the referencing image, the edges have been added as well. (see those 4 protruded parts). With these edges added, it now closely resembles a mailbox.
Side view of the mailbox
Front view of the mailbox

Week 2 Reflection

I was stuck at the issues I had this week before attending the workshop. However, after seeking help from the tutors in the workshop, I was able to solve the issues I had so it is very important for me later on to reach the tutors for assisstance if I face problem in this assignment. After refining the shape of the mailbox, it is time to add the other details of the mailbox, this includes the stand, flag, door and envelopes. My goal in week 3 is to get all these done so that in week 4, I can start smoothing.

Week 3(adding details)

The stand is made of a default cube module from Maya, then rescale it to a long, narrow cuboid. 

The stand, flag and the door of the mailbox have been added.

I copied the face of the mailbox as the door.

After completed the stand and door of the mailbox, I added a few envelopes, as they were shown in the referencing images.

The envelopes were made by default cube module in Maya, then I resized and rescaled it to a slim cuboid.
In order to get most of the details for my mailbox, I have added 3 cuboids ( originally cubes but resized and rescaled) to serve as the support stands and mailbox flag as depicted in the reference image.
The mailbox looks llike this so far and I would say the modeling is completed.

Week 3 reflection

So far, the model of the mailbox is bascially completed. Next week, my task is to smooth up the mailbox. I am going to smooth all the edges of the mailbox. I faced some difficulties to make the flag of the mailbox at first so as usual, I reached for tutor's help to tackle this issue. To make that shape I actually just need to adjust the size of the edges.

Week 4(Smoothing)

Before I start smoothing the mailbox, I removed the front face of the mailbox. I realise that the front face of the mailbox can be removed. This not only make it looks more realistic, just like the referencing images, but also save up spaces for UV mapping later on.

When smoothing, I switched to smoothed preview to work on it. This temporary smoothed preview visualizes how the mailbox will look with a higher level of smoothness.

This is how the mailbox looks before smoothing. Objects such as the envelops, stand and the flag needs to be smoothed.
This is how the envelops look before they were smoothed.
After smoothing the envelopes, they look more appealing and realistic.
The model of the whole mailbox after smoothing

Week 4 reflection

Smoothing is now completed. Different parts of the edges have been smoothed and the mailbox looks more appealing than before. My next task is to start UV mapping, the step before adding colour and texture in Adobe Substance 3D Painter. Next week is week 5 and the assignment is due in week 6. So far, the progress is good and the remaining tasks are UV mapping and texturing the mailbox. Meanwhile, based on the tutor's feedback, I should add a base for my mailbox as well. I will add that next week( just a cylindar model in Maya and rescale it to the right size).

Week 5(UV mapping)

UV mapping in Maya means creating a 2D plane model of a 3D model's surface, allows accurate texture application. This process entails unwrapping the model's surface onto a 2D space, adjusting its layout using the UV Editor, and exporting the resulting UV map as a template for texturing. Applying textures based on this map allows the 3D model to have realistic and detailed visual results.

This is the plane model in the UV editor before I unwrap all faces individually.
This is the mailbox's UV map after unwrapping all the faces, After watching a YouTube "UV Unwrap Fast with Auto Seams in Maya Tutorial" by What Make Art, I have learnt to use the function auto - UV unwrapping to make the UV map quickly, then use the function "unfold", I have moved and adjusted each faces' size to form the UV map above.
The UV map image consists of pixels that represent the 2D space onto which the mailbox's surface that have been unwrapped. Each pixel corresponds to a specific area on the mailbox 3D model. Above is how the mailbox looks after UV wrapping. After moving the faces individually, the mailbox is ready for texturing in Adobe Substance 3D Painter. When textures are applied to the mailbox with the UV map, they align with the corresponding pixels on the UV map.

Week 5 reflection

UV mapping is definitely one of the parts that confuses me the most. At first, I was confused when I saw the UV plane map before it was unwrapped. It looks very complex and overwhelming. Initially, I tried to manually adjust the positions and sizes of the UV elements. However, it was too time-consuming so I decided to look up solutions online. Luckily, I found really helpful YouTube videos that taught me how to auto unwrap and layout in Maya. Afterward, I could simply scale some of the UV shells to refine them. This method saved a significant amount of time. I have learnt that watching tutorial videos on YouTube is very important for me, especially as a beginner who may not be proficient at creating 3D objects. These videos have been instrumental in helping me overcome difficulties in my 3D modelling.

Week 6(assignment due)

It's week 6 and the assignment is due at the end of this week. The remaining task for me to work on the mailbox is texturing in Adobe Substance 3D Painter.

Texturing

3D texturing is the process of applying textures to 3D objects. This involves: adding textures (either from photos or from scratch), applying textures to 3D objects, brighting the scene and applying final details. (Adobe, 2023)

Baking

Before I start texturing the mailbox, I need to complete the process of baking first. Baking is the process of saving information from a 3D mesh to a texture file (bitmap). Substance 3D Painter generates Mesh Maps by baking mesh information. Mesh maps can be used to give more information related to the mesh geometry and enhance the appearance of materials.(Adobe, 2023).

This is how the mailbox looks before it was baked. It looks very rough.
The mailbox is being baked now. The baking process took a while to be completed.
After the baking process, the mailbox looks more realistic and smooth. I am now going to add textures to my mailbox.
Now I will start playing around to customise my mailbox.
Firstly, I added a red steel painted layer to test out. The outcome looks good. I will keep using this texture to work on the other parts of the mailbox, I will pick different colours for the mailbox stand, flag, envelopes and the base.

After that, I tried to use a green material to paint the base of the mailbox. However, an issue occured. When I drag the skin vegetation material to the base, it painted the entire mailbox to green. This isn't something that I expect and I would need to find someways to tackle this issue.

The green material "skin vegetation" has covered up the red steel paint, so I need to find some ways to solve this.

Problem solved: Using UV chunk fill

After watching several tutorial videos on YouTube, I have learnt a new function in Adobe Substance 3D Painter called UV chunk. Using this tool, I was able to colour different parts of the model by selecting the UV shells. I learnt this from a YouTube video "Substance Painter | Polygon Fill" by KevlarOxy The ART of Video Games

After playing around with different colours, here is the final verision of the mailbox. I also used the archieve inker brush to paint the "44" number as shown in the referencing image.
I textured the mailbox with UV chunk fill function.

Final work of my mailbox

After six weeks of work, the final version of the mailbox is completed. Below are some of the photos of my mailbox from different angles in rendering settings:

Back of mailbox
Right side of the mailbox
Left side of the mailbox
Front look of the mailbox
Another front look of the mailbox
Straight front look of the mailbox

Reflection

After six weeks of hard work, I have successfully built an appealing mailbox. I wouldn't say it's perfect because I'm still not very familiar with CGIs, and I believe there could be better tools or methods in Maya and Adobe Substance 3D Painter to enhance the mailbox's appearance. However, after attending workshops, seeking help from tutors, and researching online resources, I was able to complete the assignment. Through this assignment, I learned the entire process of creating 3D models, from modeling and smoothing to UV mapping and texturing. This process requires a significant amount of time and effort to achieve a realistic outcome. Paying attention to all the details is crucial because even a small flaw can affect the final model. CGI is still a relatively new concept for me, and I believe that to become proficient in creating 3D models, I need to conduct more research on my own and seek help from tutors in workshops.

References

Adobe, (2023). Bake Mesh Maps. https://helpx.adobe.com/substance-3d-painter/using/baking.html

Adobe, (2023). 3D texturing solution with Adobe Substance 3D. https://www.adobe.com/hk_en/products/substance3d/discover/3d-texturing.html

Image source: Jamesmiddz, (2021). Post Box - Low Poly British Royal Mail Red letterbox-mailbox Low-poly 3D model. https://www.cgtrader.com/3d-models/exterior/cityscape/low-poly-british-royal-mail-red-post-box-letterbox-mailbox

KevlarOxy [] The ART of Video Games, (27 February 2021).Substance Painter | Polygon Fill. YouTube https://www.youtube.com/watch?v=gUoQJxMAvqk

What Make Art, (23 March 2022). UV Unwrap Fast with Auto Seams in Maya Tutorial. YouTube. https://www.youtube.com/watch?v=8-TMjuvzZEU