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Allan - Handcuffs (Video)
https://drive.google.com/file/d/1stliMgWCGUGCq4l6axave0bb8Ex2oc9-/view?usp=sharing

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Allan - Handcuffs

Finally! I have completed my model and I am ready to present this in my final report. The only important change made was the plasma now turning red to fit more in theme with the 'Sciens' aesthetic presented in the Red Snow screenplay.

There were many challenges throughout this project but in the end I feel I ticked all the boxes on what I had set out to do.

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Allan - Handcuffs

I managed to complete the model and texture everything, this is when I realised the project is really coming together, I felt the final product was identifiable as a pair of handcuffs, but more importantly a futuristic pair of handcuffs which emphasise the future world of the screenplay.

Otherwise I am now going to present this to my team and ask them on an opinion of my work and what changes I should, if any to my product

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Allan - Handcuffs

UV Mapping has been the hardest part so far for the project, I have had less UV Mapping experience than I had with any of the other tools in Maya so I had a lot to learn to be at the same level of understanding as the other group members but in the end I managed to get there.

The biggest struggle was UV mapping the plasma as it was such an abstract shape and strange pattern on the UV Editor, it ended up taking up a lot of my time regarding the project and leaving little time left to work on texturing and other things had I wanted to.

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Allan - Handcuffs

Finally, I had completed my model with each piece I had wanted attached now being made. This included the intricate design of the plasma beam which warps across between the two handcuffs. Overall, very pleased with the final shape of my model and feel as if it is ready to now prepare for UV Mapping and texturing.

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Allan - Handcuffs

I wasn't happy with my original design and look for my handcuffs so I decided to rebuild them using the original model as as reference. What I had created after was a more smooth and refined model in my opinion and helps justify its existence as a futuristic device.

A few main difficulties came in the fact that I had to keep in mind where. I wanted my LEDs to go and also where I wanted to implement the plasma beam that I planned to add in the future.

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27/03/2021: Began creating first designs of my handcuffs

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27/03/2021: Began creating first designs of my handcuffs

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Allan - Handcuffs

The modelling process had began and my focus was on creating unconventional looking handcuffs. I wanted them to look thicker and sturdier than what is often seen.

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23/03/2021: Started with researching concepts

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23/03/2021: Started with researching concepts

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Allan - Handcuffs

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https://drive.google.com/file/d/1S9wIChB9CGOGSvl9FmD8slE-G6_hI4Wr/view?usp=sharing

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With texturing done my model was finally completed. Here is the link to  a short video showing off the final outcome of my model and detailing what I did to create it: https://drive.google.com/file/d/1SA7DyxkpcAQpCW67mLkUE-f4v04rYTRa/view?usp=sharing

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After finishing with the UV mapping of the model I was finally ready to texture it and complete my piece. To texture I started looking online for appropriate images of the textures I wanted to use. These where bone, wood, leather and metal, each being applied to different parts of the knife. After picking having picked the image I want to use as a texture id attach it to my model by using making it into an aiStandardSurface. This would then allow me to tweak pretty much all the aspects of the texture granting me the ability to make the texture exactly how I imagined it. I did this for every part of the model, giving me the look I was going for. For sure the hardest part of the model to texture was the teeth on the side of the blade as I didn't know what image to use for them. I picked to go with brown and yellowish texture for them so they could seem old and wared, while it didn't come out perfectly I'm happy with the end result. Thinking I had completed the model I sent it to Blaine who said it be nice to add a different metal texture to the edge of the blade so the sharp edge is instantly recognizable. To do this I took the metal texture I had already been using, added it to photoshop, where I played around with different effects to make the metal lighter and brighter. I then picked out the faces I wanted to use as the edge of the blade and applied this new texture to them.

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Remembering the mistake I had made in my previous assignment having modelled each part separately helped me out immensely for the UV Mapping. In the previous assignment I had created a model of a bench but as one singular piece, this meant that the UV mapping was incredibly hard, which in turn made the textures horrible as well. This time having modelled each piece separately meant I could also make them individual UV's. I learned that for the UV map you want to basically unfold your shape so that it can be flat, allowing the texture to be added. Cutting certain edges on each model would allow them to be unfolded, just like a square is unfolded to create 4 faced net. I did this with all parts of the knife, splitting the blade as well. What I mean by this is that while the blade is one object I split its UV into two as I wanted two different textures on that part of the model.

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I wanted to mention the method I used in creating the wrap for the knife, as I thought this would have been one the hardest parts of the model. With a little research I discovered that I can duplicate the faces going horizontally across the hilt of the knife. This would leave me with a singular ring going around the hilt. I would then enlarge that so it can be visibly seen going around the ring but this time with a gap between the two. I then would duplicate this ring, move it and rotate it into place, slowly creating the wrap one ring at a time. Once I had made the wrap I combined all the pieces into one and using the Deform menu I pressed ShrinkWrap to connect the ringed wrap onto the hilt. I then extruded the faces just enough to give them the thickness of a leather wrap. With the model of the wrapping complete I moved on to UV mapping of my model so that I could then finally texture.

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After having done my experimentation with modelling various knife shapes I decided to start modelling my final piece. I used the second method that I had learned, the quad draw method, to draw out and then extrude each piece of the knife. So I drew out the blade, hilt and each tooth separately, only making the pommel out of the donut shape and playing with its attributes. While it took a long time to draw out each part I was happy with the end result as it came out looking a lot like my initial concept art. After extruding the 2D quad drawings and making the 3D shapes I used the vertices to neaten up the shapes.

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This was the final design I came up with. I chose to continue working on the second design as it was the most popular from the public and also looked very good in 3D. The only different is I added a couple more details to make it more realistic and I also added the bandage with the trinket so that it fits with the character that uses it. I will be adding more details such as screws, speakers, carving and the symbol when I begin designing it on Maya.

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I didn't just want to take in my opinion so I created a poll online asking which of the three designs they preferred and why. The replies were very insightful and helped me decide on what I wanted to design. The first design was the least popular so I decided to not use it. The third design was the second most popular mainly because of the bandages and trinket making it different and more personal. The second design was the favourite as it was more aesthetically pleasing and the design looked more futuristic. A lot of people also really liked the idea of the transparent screen and the wires. These results helped me decide on a final design.

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My final test model was for my third design and it was my least favourite. when creating the model I realised that it was very plain and I couldn't really include any sort of detail as it was to small. However, I did attempt to create the bandages and it came out very successful. With the right textures the bandages and the trinket would look very realistic.

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I then started creating my second design. This was fun to make as the shapes were simple but it had a more futuristic look to it. I added some transmission on the screen to make it look more realistic but have yet to add widgets to the screen. I also created some wires at the top of the model using an EP curve tool.

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My next step was to create some simple 3D test models on Maya to see how each of my illustrated designs would look. The first design was simple to create but I bumped into a lot of problems when creating the shape. To many edges began appearing making it harder to design the screens and buttons, so I had to create them separately. I also have to bear in mind that it could be a problem when UV Mapping as edges and faces are not lined up properly. It looks very good in 3D but it does not have that futuristic look that I wanted.

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The third design was incorporated more for the characters neck. It's small and not as wide. It has a screen for the character to use. And there is also bandages around it and a small trinket hanging off of it to make it more personal to the character.

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The second translator design was more simple but had something that the others don't. A transparent screen. It made it look more appealing and futuristic which is the aesthetic of the scien's. Again it still included the sound graph and the same colour scheme.

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I began by creating a design on illustrator that I already had in mind. I wanted to have the basics of what I wanted on my final design for each illustration that I created. I already knew the colour scheme that I wanted. I knew that I wanted a screen with a sound graph on it. And I knew that I wanted a scien symbol somewhere on it. Illustrating the ideas was mainly to figure out the shapes and other components that I wanted. This was the first shape I had in mind. I took inspiration from real translators and made it look more like a phone device rather then a device that could be inserted in the neck. I like the design but when actually modelling it I should make it less wide.

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After creating the first model I decided that the process I used took too long and didn't give me the exact shape I wanted. I ended up finding a different method, which started out the same, importing the initial design on the 2D view. I continued with making a plane and covering the drawing, however, instead of using the vertices to make the shape I used the quad draw function. This allowed me to draw out the exact shape of my knife by making small squares and filling the whole thing in. This method was much faster and produced better results so I continued to use it for the final model I was going to make. Here's an image of the second experimentation model;

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After coming up with different designs that I felt I would be able to model I started experimenting on Maya. I started with drawing #3, trying to come up with different ways of making the knife. In the 2D view I imported my image, then created a plane and made it have one face. Using the four vertices I tried to make a crude outline of the knifes shape. I then added more edge loops and moved around their vertices to create a better outline. After making this 2D outline of the knife I extruded it and made the surfaces I want rounder or sharper. Here is a photo of the model;

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I started to come up with various sketches and ideas for the hunting knife. I decided to go with a very tribal feel for the weapons design. Made out of materials found in the world or from previous hunts. I took inspiration from the Inuit tribes from real life and the weapons that they use. Here is the initial drawing of my final model;

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I continued making sketches of various different variations of the knife, sticking throughout to a similar style.