Monday, 31 October 2011

Week 1: Lab 2 - Primitive Robot

1. Create a Polygon Sphere.

2. Create 2 small Polygon Cylinders and place it at both ends of the sphere as the robot's ears. Using the 4 panel view, I can adjust them accurately.

3. Create two small Polygon Spheres place them on the upper level of the sphere as the robot's eyes.

4. Create another small Polygon Cylinder and place it at the bottom of the sphere as the neck of the robot.

5. Create a Polygon Cube and place it under the neck. This is the body of the robot. Next, you create the arms and hands by creating Polygon spheres, cylinders, cubes and link them together accurately using the 4 panel camera view.

6. Next, press shift and select the left arm, joints and hand and go to mesh followed by combine. After that, I duplicate-special the combined parts. The combined selected parts revert and it becomes the right side of the arm, joints and hand.


7. Create a Polygon helix and place it at the middle of the bottom body.


8. Create another smaller Polygon cube for the lower part of the body.

9. Create a Polygon cylinder to connect the lower part of the body  and the legs together. Create a Polygon pyramid , cylinders, spheres, and cubes for the leg and place beside the cylinder previously created.

10. Like the arms and hands just now, press shift and select the leg of the robot. Under the Edit at the hotbox, press duplicate special and the other side of the leg of the robot will appear.


11. Then I create a Polygon cone and place it at the right ear. I then create three Polygon Torus and place it around the cone previously created. I then press shift and select the whole thing and duplicate-special the whole thing. The left side appears with the same thing, just that it is a reverted version of it. And my robot is done! ^_^

Reflections:
It's only week 1 and I managed to create a 3d robot? ^^ Initially, I face a lot of problems like the method of duplicating the arms and legs of the robot. But after much practice, it really just comes in smoothly. I learnt how to snap-to-point things to make it more accurate. At first, it was quite irritating because I forgot to turn off the snap-to-point option and I find it difficult to move things. But after so much tries, I learnt my lesson!

Week 1 : Lab 1 - Primitive Breakdown

Q1. Axe


                                     Using primitive shapes to create an axe.

Suitcase

                                           Using primitive shapes to draw a suitcase.

Q3. Prison and Toontown


Prison.

The long lines of the buildings and paths make the landscape very boring because the long lines represent never-ending walking. Therefore, it is a place no one wants to go. There are very few curves in the prisons too. Therefore, most corners of the prisons are like 90 degrees. The shapes of the prisons consists of only basic 3d shapes like long cuboids and pyramids. This makes the prisons look unappealing.

Toontowns.


The shorts lines of the buildings and paths make the landscape very appealing because they represent short and cute figures. Therefore, it is a place anyone of all ages want to go. There are quite a lot of curves in the Toontowns which make them complicated and fun to walk. The shapes of the Toontowns consists of many basic 3d shapes like cuboid, pyramids, spheres, cones, cubes and cylinders. On top of the many colours of the buildings, those make the Toontowns interesting and attractive.


Reflection:
While doing this exercise, I don't feel any stress doing it because it's just comparing the difference between a place where people want to go and a place where people do not want to go. People design buildings for a reason. If a prison is a very colourful and fun place to go, many people will consider to go and give it a try. (that's weird? ): )