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The purpose of this assignment was to create a CG object in a real space. I went out and took photographs of several small objects in interesting enviroments. What I plan to do is create a CG version of my object then composite it into my scene. I choose to do a die. The object has some level of difficulties in the model and in the shaders. For the most part, these problems are not too difficult to overcome so I can focus on the lighting. This is the image I chose to work on. It's got some interesting shadows and lights on it with nice colors.
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The fist step was to match the angle of my image to my photograph. I setup my Match to Live in Maya by loading the built-in plug-in. It's important to get the focal legnth right. I looked at the details of the photograph. It says that the Focal length is 56. There's a formula that I have found that gets you close. It suggests multiplying this number by 1.6. This would mean that our Maya camera's focal length should be 89.6. This usually gives you a good jumping off point. After tweaking I found out that 80.2 was a more approriate number. If you noticed when I took the reference photo I took a picture of the die in another position. This is where I will be placing the die in the final image. It will serve as reference
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Now I have to model the die. Dice come in all different shapes and styles. but there is a certain standard die that comes in most games. I knew the biggest challenges would be getting the bevels correct and placing of the pips (or dots). I found some blueprints of dice online which I used as a guide. Now the die, eventhough it is factory made,when the factory stamps the die it leaves imperfections. I used the picture of the die to get this aspect correct. Believe it or not my die was very imperfect.
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My first attempt didn't work out so good. The bevels were too round and the dot weren't the right size. I noticed if I used the inside of the black line this would fix the problem. To create the dots I used the boolean function. Now I know what you are thinking. Wait a second, Josh, don't Maya booleans really suck? Well yeah, they do. The displacement map I was using looked awful. In the end the booleans turned out, for once, to be an elegant solution.
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