As the theme of this project is ” Cinderella”, we decided that the vehicle has to be a Cinderella’s Pumpkin Cart. This model would be much more effective and creative for the theme of our project. For reference we had this real life model that was created by ‘Beneath the Ferns’. Beneath the Ferns specializes in the making of Fairy houses, fairy gardens, miniatures and more. they never fail to depict and copy the cartoons and their concepts in real life. Miniature fairy gardens and the houses and accessories that go in them have always been fascinating to me! Hence, we decided that we can take this reference and build a model through this.


To begin with, I modeled the basic shape of the pumpkin. For this, I took into consideration the tools that were taught to us in term 1, for the project Balloon Festival. Starting with, I took a sphere and with the help of a brush tool I deformed it in various places so that it doesn’t look like a sphere. After the brushing process, I grabbed the vertical edges of the pumpkin, and with the help of the “Creases tool,” I obtained these sharp edges which you can see in the bottom image. Creasing is a powerful and non-destructive way to create SubD edges. It works by applying a creasing value (creasing parameter) to the edges and this parameter controls at which subdivision this edge will start to have a sharper look.

After this step, I added noise to the geometry so that I can get the “Bumps” on the surface similar to that in the reference. For getting this, we have to use the Transform surface and increase its ‘randomness’ in its settings. The only drawback of adding bumps to the geometry is that in order to get a lot of bumps or noise the geometry has to be high poly, which results in making the file extremely heavy.

Coming next to the window designs, I created them in the software of Houdini. It was much more effective and also I had a lot of control over the parameters while working with Houdini compared to that Maya. Firstly, I had to get a black-and-white design, by taking into consideration the design and the requirements.
After this step, I gave the grid which was extremely high poly, this black and white color of the texture. Houdini comes in handy with the next step, where we can delete any face, or geometry by its attribute. So for this instance, I deleted the attribute ‘Color’ or ‘CD’ to get the design. The vex (coding language for Houdini) that I used for this was “$CD>0.1”, which depicts that delete the color if its value is greater than 0.1. And later on, I extruded these remaining faces and got the following results of the Door Frame as well as the foot stand. Later, exported it in the format of ‘.abc’ which is an alembic format that can be imported into Maya as well.
Along with this step, I also created a door by taking some torus and a circle, and manipulated its faces by adding extrude to some of the faces as required.



Coming to the wheels of the cart. I started by taking a Torus polygon and by extruding alternate faces I got the desired geometry, simple and effective. For the rims, I took a tube object which also is connected to the wheels. Then by doing the same technique, i.e. extrusion, I was able to get the rims for the wheels along with the chassis for the carriage.

For the Circular chassis, I drew a curve that would be the shape of a curve. After this step, I selected a face of a disk geometry, and the curve I extruded it. When I added more divisions to this extrude I got this geometry of the chassis.

Comin to the last step, i.e. Texturing and rendering. For the pumpkin, I took a ‘phone-e’ texture. I specifically used this texture because of its adaptability to reflection. In the color section of this texture, I created a “Ramp” which would give me a mixture of the colors that are needed. The colors were the gradient of orange and dark yellow. After giving this color gradient, I also applied a noise effect to this texture so that I get an uneven color texture as an output. And by doing the same technique I textured the Stem of the pumpkin.
With the help of Arnold Surface Shader’s Gold preset, I textured the Door frames, foot stand, chassis, and Rims. Along with this I gace a Lamber to the wheels and gave it an additional of roughness so that I get the rubber feel to it.
After all the process this is the Geometry that I modeled.
