Week 1 Reference
We were asked to find some references for the steam engine.
Here’s some references I searched for the model.


Week 2 Modeling
I started craving the models from the scratch.




Week 3 Modeling






Week 4 Modelling






Week 5 UV &Texture
I’ve tried to finish the textures this week by using substance painter.












Week 6 Rigging &Animation
I’ve worked on the riggings and constaints. I’ve used noise graph to control the speed of the enginees.The logics behind the constraints are quite simple.Two wheels linked to small gears spinning.








Week 7
Render out my sequences into Nuke took quite a while.As a few issues have occured while doing that,the textures and rendering setting keep going wrong due to some reasons.Some of the textures didn’t go through as the color settings should be the same in Arnold and Nuke.
Week 8 Summary
Binding
Understanding the steam engine workflow, and building the correct skeleton, is the first obstacle to overcome.
As soon as the skeleton is built, we need to constrain it, use the backside of the rotation to push the front side of the back and forth movement, here we need to do ik constraint, this presents more difficulties, for example, we need to bind the front and back sides individually, we need a correct point constraint, direction constraint, polar vector constraint, these are all evident in order to make a correct relationship with the rotation to drive the back and forth movement.
Animation
Once the skeleton is bound, we need to pay attention to the rhythm of the animation, which is to say, the rotation and propulsion must be in harmony.
Furthermore, the skeleton binding of each part to do what animation determines the displacement of the displacement of the rotation of the rotation.