Final Scene Renders


This is what we have as a finished scene, thanks to Rhea for compositing the scene with our contributed models! Now, with out dilemma of someone leaving our group and taking their models with them and giving us no access to them it left us with quite the gap in our scene which i hope the lectures will understand due to the circumstances – with all this trouble happening through one person not all our models have been added to the final scene which i will not question as Rhea had worked double time to get this done, i would had gave her a hand although she seemed pretty adamant to do it by herself.

I will say the narrative scene has been a enjoyable brief although one person had soiled the experience for myself with their constancy of causing the group to feel constrained and unable to speak freely like a normal group unit should (this will be mentioned in assessments).

I think because of the lack of models that the narrative is not conveying the collector artist like we had spoke of but it cannot be helped – the models were not provided in the end and we had to make do with whatever time we had left after modelling extra stuff in hope to fill the room.

I will be taking time over Christmas to correct this scene and make it whole like it should be, ill let this be a learning curve to expect the unexpected from people in future~


Staircase Model

Accessed – 24 -1 0 – 16

Wooden Spiral Staircases


“Maya 2014 tutorial : Modelling a spiral staircase without a central column”-Accessed  -24-10-16

Mike Hermes tutorial on how he would model a spiral staircase, as much as i like this tutorial – i really enjoyed his more aged video on how to do a spiral staircase as there was a section that the stairs did not have any railing, it was then i remember Gianni had mentioned that he would like the stairs to have no railing support and that the character would use the beam poll to hold on to when travelling up and down the stairs.

“Maya 2014 tutorial : How to model a spiral staircase” – Accessed – 24 – 10 -16

I preferred this model to the other tutorial as it suited to what Gianni wish for the staircase, i began to gather my reference images then immediately went into maya to begin the mirror!


The schematic i found will be great when building my staircase,


I particularly like this shape but i would probably remove the support railing,


The model on the right is what i will be aiming for but with a little more detail so it matches the modelling style of my peers.


Staircase front view


left view


Right view


Bottom view


Top view

When i was done with this staircase i had sent it to rhea and she had noticed some issues with the model which i would otherwise not had seen without her help!

  • Some mesh problems on the top and bottom of the beam of staircase
  • The top part of the stair case could be manipulated to be longer so it can assist the character all the way up the scene interior
  • Fix some edge loop problems

When looking at my model it became apparent i needed to look into this more before saying it was complete, i went straight back into my work immediately to correct my mistakes so the group can be satisfied with my stuff – ill post below and list any changes i do in my next version.


Front view of corrected mesh


Side view of corrected mesh


Bottom view of corrected mesh


Top view of corrected mesh

This is my corrected mesh of the spiral staircase, i had sent it away to rhea although i did not get any feedback from her so i assume it is okay for the scene and i can call this model complete. I added the poll at the top of the stairs to help aid anything that is wishing to climb to the same level as our scene which will in hope have the main focus right in front as you get to the top! I also fixed some edge loop problems i had which were not too much of a hassle to fix, just scanning over the model to assure it hadn’t missed anything was the lengthy part.

If i were to come back to this piece i would defiantly add a rail just to see how it would add to the charisma of the model – that and i would UV map it, i am so bothered that because of our recent team member drop out that we all have no time to uv map all our models!


Mirror Model

antique-floor-mirror-on-standOLYMPUS DIGITAL CAMERAdecorative-mirror-footed-types-2gosiak218_005_l

Accessed – 20-10-16

Rhea thought it would be a good idea if everyone in the group were to make their own mirror design for the scene, i started to look into wooden mirror frames and see what sort of shape i could create for our scene, as you can see i decided to focus my research into floor mirrors.


First hand image above is a mirror i found in a shop whilst i was out with my partner, you can see him fixing his hair on the far right side (sigh), silly man!


What i loved about these two images are the planks of wood that stick out on either of the mirror itself – i want to implicate this into my floor mirror as i feel it would create a more appealing silhouette for the scene. I especially wanted my mirror to have a lovely frame just like the image i have provided below!

Accessed – 20-10-16

I love the ridges on the stand, that sense of someone who has taken the time to carve into the wood to create this design to compliment the mirror itself – that is what i intend for my mirror.


Mirror front view blocked


Mirror side view blocked


Mirror back view blocked

When i uploaded for my group to see it originally was too big for the mirror to rotate on its stand so i had to manipulate the mirror so as it could be made possible for the mirror to be rotated and composed into the scene.

One team mate was unsatisfied with the model itself although the others thought nothing wrong with it other than its rotation that was promptly fixed~

Due to time constraints now with the budget i am forced to skip the UV process on this model although i do intend to come back to this once i have a moment to come back to polish models before hand in! I would honestly have more time if one of my team mates would not be so pressuring towards me whilst i work on stuff – also may i note i have other assignments to be working on too!


Storage Chest Model

My team mates wanted to have our chest look more complex in terms of design as the silhouette was a little too simplistic apparently but i dont mind creating a new version for our scene – it was quite a fun progress creating my first chest!

Accessed – 19 – 10 – 16

My team mate Gianni had posted this 3D model to our page for everyone to see and primarily for myself to take reference when creating my chest for the scene – this chest model comes from Sketchfab, a website for modellers to upload and showcase their creations for the world to see – i personally found myself loving the gaming section of the website!

Accessed – 18 – 10 – 16:

Spacious Storage Chest


When looking up my references i was hoping to find quite exaggerated features on the treasure chests that i could use for my advantage when modelling such as duplicate objects to cover for area (Studs), extrudes on the chest to imply dents on its design or applying a separate object on the chest for added charisma.

“Autodesk Maya 2013 Tutorial – Treasure Chest Modeling, Texturing, lighting Part 1” – Accessed – 15 – 10 – 16

Autodesk Maya 2013 Intermediate Tutorial – Low Polygon Treasure Chest Modeling, Texturing, lighting Part 1

Get textures :…


Facebook page :…

A series of videos showing how to model, texture, and light a low polygon Treasure Chest. This video is intended for intermediate maya users who know how to navigate and know how to create really simple models. I will be using many of the tools available in maya for modeling. After the modeling process is complete, I will show you how to UV this particular model. Once the modeling and UV unwrapping process is completed, I will proceed to texture the model using the latest version of adobe photoshop cs6.

Enjoy. Questions and comments are encouraged! Create your own website :

-YouTube description

“Treasure Chest – model, texture, and bump map tutorial. Maya 2016 & Photoshop CS6”

Accessed – 18 – 10 – 16

These are the tutorials i will be going back to for reference when modelling my chest although the style may be different as i am instructed to “model as if its built”, which should be interesting~


This is what i had got done for the first few hours whilst working on my chest model, i had posted the progress so far to the group page and this is the following feedback i have been given so far:

  • The progress of the storage chest is looking good so far i like the shape that is used in the middle
  • I agree on the shape being used, it’s looking great although it needs more detail around the model to help the shape in the middle fit in

I took on the feedback i was given so far by two of my team mates and continued working on my chest, i wont lie when i say i find it hard modelling to one of my team mates standards as my modelling could still use some work – although i find my skills improving the more i work with them which i am thankful for!


Compared to the above image it is apparent the chest is starting to have a decent turn out so far – i feel like im getting to an end point with this that i cannot go any further otherwise it will start looking like there is too much to the model and i mostly fear this may apply to render times.

When uploading this and stating i was now going to move onto another model i handed over the piece and promptly got feedback immediately – with the way i had followed my tutorial on making the chest it had created extra mesh that was unnecessary to have as it was not logical


These are two screen caps of the storage chest on the inside that Rhea had pointed out to me, i now see that faces on the inside are not needed therefore i proceeded to remove until i was left with essentially the shell of the object.

Upon further inspection with the model i began to notice a few problems that could do with fixes:


  • Too many edge loops, go back around the chest and remove any unnecessary edge loops that will make the model more efficient.
  • Delete the faces on the torus’ that are inside the chest so that the model is cleaner.
  • Delete the separate bottom of the chest and just fill the hole at the bottom to make the mesh flow better



The Complete Piece-


Corrected model of storage chest,


Edge loops have been removed to make the mesh cleaner and flow better,


although you can see this messy looking area on the chest, its okay – these are separate objects,


the object as a whole has been selected,


in total the object consists of 70 pieces,


time to pop this up to the page and see what the others think~


When submitting this to our page one of the team members were unsatisfied with the end result – which if seeing my journey of the model would think over wise i think but i digress~


I totally get it, i tried to make the chest as appealing as i wanted although despite that one person was not happy with my model – although i feel the others were a little concerned with the mesh but i had showed the model needed the necessary loops to maintain its shape when in the polished view, for the mean time i will wait for a lecture to have a look at my model.

If i were to come back to this model and redo it, i would honestly go with a completely different direction – maybe make less objects and perhaps allow my texture do all the showing of detail, i notice this is used in video games such as the Elder Scrolls series, an example will be shown below.

As you can see, the likes of the bolts and engravings are being created via the texture image, that is what my model was intended for from the beginning and i feel my group had forgotten i had infact mentioned this during a meeting~


Accessed – 18 – 10 – 16

Through following the tutorials i have found and have been given by my peers i feel this chest has came out decent, not perfect but i feel it shows the improvement of my modelling skills and things can only go better from here! I just feel a little deflated that one of my team mates ultimately shut down this model which quite hurt but let this be an experience to learn from, not everyone will be happy with your creations~

*Due to lack of time now i will have to come back to this model to UV if or when i have time during the project!


Various Dishes, Bowls And Vases Modelling



I suggested to the group we could have collected dishes that the characters has found on his journeys in his life as i had agreed he had indeed travelled the world Micheal Bass had spoken to us when we originally made our character into a female but when he had seen our scene on Maya, he said the person should be male as there was nothing in the room space to suggest they were female, i personally did not believe that it was an issue whether or not the items in our scene were to convey the gender of our character as anyone has a right to collect what is in our scene, plus to breaks from labels and stereotype that women are always meant to have feminine objects~


But i digress, it was decided that the narrative character was now i man.



Accessed – 18 – 10 – 16


Accessed – 18 – 10 – 16


Accessed – 18 – 10 – 16


Accessed – 18 – 10 – 16


I also wanted to make some vases as Rhea was thinking we could have some plants in the scene, I dont know who will be attempting to make the plants but at least we will have some accommodating vases for them to live in if they are made!


“Make Simple Bowl “Full” – Maya 2015″ – Accessed – 18 – 10 – 16


“Easy cup/soup bowl modelling in AUTODESK-MAYA for beginners” –Accessed-18-10-16


“Maya 2016 modelling tutorial : Glass Jar with Lid” – Accessed – 18 – 10 – 16

Before moving into maya for the day i wanted to look up some ways people have used the tools in maya to create various cylinder shaped objects. From my findings it seems that the common way of creating anything remotely the shape of a plate, jar or bowl that that the user manipulates the object, extrudes inward to create the initial curvature then edge loops to maintain the shape they are going for – time to put the research into test!


Blocked view front


Blocked view top


Blocked view bottom


UV unwrap


Uv colour projection


Using the techniques from the tutorials i had found, this is what i have came out with for my first bowl – i felt it went pretty well and was simple enough to create! I am still unsure on the UV side of things though, i noticed some of the squares began to curve and became more angular when wrapping around the sides of my object – perhaps it maybe the fact the wrap is curved on the map and not planer?  The group were happy enough with this model as nothing was brought to my attention~



Blocked view top


Blocked view side


Blocked view bottom


UV colour projection


UV unwrap


For this piece i just duplicated over my first bowl, deleted the UV then started to manipulate the mesh to give it a indent on the bowl – this saved so much time compared to remodelling a new bowl.



Blocked view side


Blocked view top


Blocked view bottom


For this one i reverted to my original bowl and gave it some ridges to create an interesting silhouette for the scene, i quite like the efficiency of doing this – you can create some internally different just by changing some edges on a model.



Example of bad mesh


Another example of bad mesh work


In these two studies above, i decided to create something more along the lines of my grail reference images above but this time around i wanted to mess around with the deform menu and this is what happened – as you can see that to two objects shape is interesting looking and represents the look of a “Holy Grail” although the problem here is that the mesh collides with each other causing the topology to clip through each other therefore increasing the chance of a failed render or potentially crashing in a large scene, not to mention that at the end of the day its bad mesh and would not be comprehensive for maya to read.



Corrected mesh side


Corrected mesh top


Corrected mesh bottom


After seeing the error of my bad meshed model, i went back and recreated a better version with cleaner topology that maya can read – this time i decided to not mess around with the deform menu and keeping the object to its original form, I sent this back to Rhea for inspection and she has since not came back to me with changes to be made so i will assume she and the group are happy with the outcome~



Bad mesh example side


Bad mesh example top


Bad mesh example bottom


Another model i attempted to create tonight that ended up being a train wreck was this abstract looking dish, i think its because of the amount of edge loops and the extruding – this is a perfect example on why you should not model on maya late at night, it just shows how sloppy you can get when working not to mention i have examples of better mesh work than this.



Mesh view side


Mesh view top


Mesh view bottom


Another pot i made for the group, this time around i decided to start from scratch and make something fresh compared to my previous dish models, looking at these garden pots i wanted to implicate the ridged lops around the object into my pot on maya. For the most part i followed the same techniques for creating my tea cups although this time around i stuck to the general silhouette of my reference images above – being mindful of what Rhea had told me pier to make sure to keep good clear mesh, i felt i had done so well enough.



Blocked mesh view side


Blocked mesh view top


Blocked mesh view bottom


Same principles as above this model although this time i used different reference images of my floor vases i found whilst doing research.



Blocked mesh view side


Blocked mesh view top


Blocked mesh view bottom



Taking all the techniques and processed i have found so far for doing these models i decided to play around and make something with pretty unique looking silhouette – making and matching my various research images to create this large looking floor vase, i just need to wait and see what my team mates think of it before saying it can happily go into the scene.





Candle Model Fix

Referring back to a view days ago, i did a few models of candles which the group had thought were good and liked for the most part – it was just they would not tie very well with our scenes charisma of wanting to look relatively realistic, these are what i came up with.


I used these images above to help guide me on how the silhouette should look like, i went ahead and made my cylinder base, extruded it inward then soft selected for added effect of melting!

My group were very happy with these and im guessing they are ready for the scene!


Candles Modelling Failed Trial


Accessed – 17 – 10 – 16


Accessed – 17 – 10 – 16

I am now going to tackle making some candles for the scene, which with the recent tutorials i have been watching prier to this have helped me gain a better understanding of mesh and how it should be modelled to provide decent topology although nothing is perfect in Art, even animation~


Accessed – 17 – 10 – 16

I want my candle attempts to have these ridged looking leaks of wax down the sides to show that the candle has in fact been in use and potentially leaked onto some other props within the scene, I.E a table.


Accessed – 17 – 10 – 16


Accessed – 17 – 10 – 16

i found these candles enchanting, the rustic appeal and the sheer thought of age in these candles got me thinking about creating a concoction of candles melting into each other for our scene, Rhea specifically was excited about this idea so i made an immediate start on getting it together.

“Maya tutorial: How to model a Candle in Autodesk Maya” – Accessed – 16 – 10 – 16

Its becoming quite noticeable that Mike hermes is truly a notable individual when it comes to maya tutorials. I followed his step by step guide on how to make a candle but maintaining true to my reference images from research, i particularly loved the part in the tutorial when getting to use the soft selection tool to create the dripping wax that leaks to the base of the candle!


When completing this candle model i was super happy with the outcome until switching back to my blocked view, the mesh was beyond comprehensible and surely would not be able to make an appearance into the scene as maya would not be able to understand the mesh thus causing a probable crash.


When uploading this to the group page it was as expected that the geometry was too exaggerated and would also take away from the style we are aiming for which is realistic in proportion and too be honest when i look back on this it has so logic as i have never seen candles like this other than in video games or movies, im reality the candle would break apart by now in all likely hood!

I will be taking on board my feedback from Rhea and correcting this mistake in the next coming days.


Blocked Mesh


Quite Messy But Still Comprehensible As A Candle


Smoothed Mesh


Soft Selected To Give A Better Silhouette


Mike Hermes Technique Applied For The Drip Of The Candle


Added Cylinder Polygon To Represent Then Candle Wick

Another attempt was made to look a little bit more logical in design but still came out looking exaggerated and none fitting to the style our group is intending to use – Rhea mentioned it’s getting better but try one more time without the leaking of wax down he base of the candle as it could be that very aspect that is reducing the realism of the candle, i will take on board this feedback and recreate something better in the next few days as i would like to move onto something different to keep a fresh mind for modelling.

Ncloth Over Tables!

Thinking again back to my 30 Second Animation project, i remember we dropped an Ncloth on our character and thought i could implicate this into my work this year, i remember the group talking about table cloths and immediately jumped on maya to make these quick Ncloth studies that were thrown over a table to create the creased cloth effect to give an interesting charisma to the model, originally it was not appealing to look at but with a “table cloth” put on it now it is a little it better looking!

Another study to see how making a more exaggerated table would differ compared to something flat, there are so many possibilities with this, table cloths, curtains, dust sheets heck even mats and rugs maybe!

Gianni was very happy with this and seemed to want this technique implicated into the scene which made this study very satisfying in the end knowing it sparked that bit of inspiration for someone in the group!

i think it would be really nice if the cloth was shorter so we could put stuff under it, but yes cloth is great i love it! hopefully everyone wants ” – Gianni’s feedback on the study

Bin Model & Paper Ncloth


Accessed – 16-10-16



Accessed – 16-10-16



Accessed – 16-10-16



Accessed – 16-10-16



Accessed – 16-10-16

I wanted to create a bin that looked like these beautiful little wooden cylinder bins, i remember seeing alot of these bins when visiting Berlin and the build of them are just so visually appealing to see in public compared to the usual plastic cheap looking ones.

I tried looking up some tutorials of these kind of bins although i had no luck in my findings, so with that i decided to put my new techniques learnt from my other tutorials to use and make this bin without following a persons guidance.


Final Bin Model


Topology Of The Bin


Topology Of Bin Above

A satisfying result of the bin, i was quite glad on the outcome and my group seemed happy enough with it as no comments were made on it when submitted to the group page – i also wanted to play around with potential rubbish for the scene so i went ahead to create some Ncloth Paper.


Paper Ncloths After History Deleted


Bottom Of Ncloth’s


Bowl to create Ncloth


Top view of the bowl

When i was thinking how i could make my Ncloth paper, i remembered we played around with it alot during our 30 second animation project in year one so i read through my blog again to refresh my mind on it and decided to experiment.

First i made a a bowl like shape in the scene, then i created a plane polygon and made it into a Ncloth Particle then made the bowl shape into a passive collider. When i was happy with the positioning of my objects i then hit play on the time slider to let the plane drop and land in the bowl, the first attempt it just bounced off the bowl and maintained its original shape so i then had to go into the attributes editor to modify the dampness of the plane to make it more loose to “crumple” in the bowl to create the visual representation of crunched up paper.


Individual Piece of Ncloth


Ncloth Smoothed


Multiple Individual Ncloths Together


Then Smoothed


Ncloth put into the bin! 

I was quite happy with the end product, very simplistic techniques can create something visually appealing – i was quite proud of this and happy at the same time that i could bring something i learnt from others in my first year into something i create this year.

If i were to come back to this i would honestly re-model the bin to look more more like my reference images and probably use less edge looping as it can cause some confusion if you leave the desk when taking a break from modelling, instead i would use the advice Rhea had gave me, model as if it were to be build – so essentially create the parts for the object then build it in the scene, whether or not that would work with my ethic im unsure but its worth trying sometime!

Cup And Spoon Model

Accessed – 14-10-16


After one of our meetings during last week we were assigned further models to create, amongst of the list i was given a tea cup or mug to create. Now when i think of tea cups or mugs i picture them to be big because as a tea fanatic i feel the small ones would not do it for me so i set along to find some reference pictures of some big blocked, chunky designed mugs as they are my particular favourite, not to mention with our scenes narrative being a cluttered mass of collected items of an artist i would imagine they would need some durable dishes that will not break as easily if dropped by a swipe of a hand or moving canvases about the work space… Not that this has happened to moi at all, it has really to be honest.


“How to model a Cup in Autodesk Maya 2013” – Accessed 16-10-16


Super straight forward tutorial by Next Animator, a bunch of animators that planned to put up free tutorials on the internet for students and hobbyists  to learn a thing or two on programs such as maya, they died off YouTube in 2015 and have since not uploaded any content – maybe studying or lost interested, im unsure. I like their techniques used to create the cup, particularly using separate mesh to add even more detail to the prop you wish to make, i would however critique their use of triangles on the video as we are encouraged to use only quads in our course as triangles are typically used in video games, not animations for film.


What are the differences between triangles and quads?


“Autodesk Maya Tutorial – Cup of caffee” – Accessed – 16-10-16


This tutorial uses same methods to create a cup although this ones shape would make a lovely silhouette in a scene i thought and wanted to show it in my blog (Inspiration).


“Modelling a Coffee Mug in Maya” – Accessed – 16-10-16


First Attempt with edge loop mistake


Spoon Model

“Maya Beginners tutorial:creating spoon” – Accessed 16-10-16


This is what i came out with for my cup, i also added in a spoon for added immersion for the scene, a simple enough tutorial to watch to create a spoon on Maya – i could had just used a reference image to shape polygons from but i love using tutorials too just in the case i may learn a new thing or two from the individuals online!


Before uploading my cup to the groups Facebook for critique, i had noticed in the smoothed view that there was this line that was pretty noticeable eye sore on the model which with closer inspection revealed that i had added yet more edge loops again, a common habit i have when modelling but with tweaks this removed the problem!



Corrected Mesh


When i was happy enough i uploaded the model for the group to see, no one had commented which was planned by our group that if no one comments and just likes the image then they are happy with the model to go into the scene once UV’ed.



Remade Tea Mug



To be honest when i looked at the tea mug more, the less satisfied i was with it so i went back to maya to create this, i was certainly more happy with this attempt as i focused to use Mike Hermes technique of creating the base of the cup making sure it had quads on the bases of my cylinder shape unlike the other two references i used from YouTube


(I feel Mike Hermes is certainly more professional with his tutorials)



Little bit of distortion


I honestly dont quite understand the colouring, will need to research into this


Different colouring on my UV maps, maybe due to some objects being on separate UV planes?


Bottom UV view


I was confused by the colouring that appeared on my cup UV, i felt this was because i used multiple UV map planes to separate my unwraps.


“Maya 2016 UV Editing Improvements” – Accessed – 16-10-16

Upon further investigating into this, it seems that this colour that has appeared on my model is a add on for maya to help manage and organise your UV maps in the UV editor, so yes its indeed called a colour manager!

If i were to come back to my cup if i have time, i would defiantly make a mental note to use my space wisely on the UV editor – as in if i use more than one map plane to make the management of my unwraps are set down in a orderly manor.