In Maya, we learnt about Nurbs, and how we can use them in modelling. Nurb is short for Non-uniform rational b-spline. It isn't used as final models anymore, as it can't be textured or put into a game engine. It can, however, be turned into polygons, so we used this method to create a lamp and a shade.
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The first thing I did was save in a good picture of a traditional lamp, and centered it on the horizon line of the grid. I did this so that if the lamp model was put into a game it would be above ground level. The second thing to do is to make sure the lamp lines up with the centre to get the body's shape right.
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We then went onto the nurbs menu and selected the Bezier curve tool, which creates a curved line when you click and drag. I also put in straight lines to keep to the reference I had given myself. This took a few minutes of fighting the curves and making sure they lined up right before I decided it looked right. To accept it, I pressed enter, that way the line stops.
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What I did next was select the option labelled Revolve. This will replicate the line around all the points, and create a nurbs model of it. Nurbs models have curves, and usually start being inside out models. To change this, I went into the Mesh Display menu, and reverse the faces outwards, so that they turned grey.
I then converted the model along with the shade over to a poly-model, by going into the Modify menu. I changed the settings to quads and selected the options to make the lamp smoother looking, as polygons can't curve.
After this, I created another Bezier line using the ariel view to have it as a cable. I then created a cylinder, sized it down and moved it to one of the ends before selecting all the faces on one end and the line. I then went into the extrusion menu and set the divisions to 100.This made it so the extrusion runs perfectly along the line, and curves along it as well.
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I then started on a base shape of a plug. I ended up have to start again because I had forgotten to turn off the 100 extrusions. I made a similar shape and then extruded parts in and out to create the grips on the sides on the plug.
I added edge loops to create the nodes on the plug.
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This is how it turned out. On the two smaller nodes there are tiny extrusions half way up to show the material change my reference image had. There is also a dip going all the way round the plug to make it look more like a manufactured vintage plug, which was what I had been going for (to match the lamp).
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All I had to do was move the edges of the cable's extrusions to match the centre of the cable. I then combined all the lamp, the shade, the cable and the plug into one object, and moved it into the centre of the grid.
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This is how it turned out. It's interesting to see the final product next to the original Bezier lines to see a comparison.
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We then went onto UVing. I had a lot of problems with the lamp, as some of the faces didn't connect to where they should. I eventually gave up on trying to cut it sideways and instead cut it in horizontal groups.
It took a while to clean up the UVs, but I eventually managed to space them out. I also looked at the wireframes to make sure everything was okay as well.
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I then assigned different materials to the two parts of the lamp. the lamp and the shade. I then exported it out as an FBX file and loaded up Substance Painter.
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I went with a simple, shiny wood texture to make it too vintage like the original picture. I made it shinier to make it look more valuable.
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I gave the lamp shade a wool texture and coloured it cream to make it look more realistic.
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Overall I think I did well with the project, although I came across a few problems, I easily fixed them. Nurbs are useful, and an easy way to model something with a symmetrical pattern on all sides. This will not be as useful for objects with no similar sides.
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