Over the last few weeks i have not posted much of my work, as I have been working on my portfolio. However now that I have presented my portfolio and it is out of the way, I can start working on posting more work to my blog. But not before i reflect on my portfolio. I believe it went well, better than I ever expected. I ended up getting a merit. The work I had presented was high quality, however I was told that I needed to spread my time around my work more. I had mainly focused on 3D modelling and hardly did enough work on other subjects. However that is what I will need to do in my second year, so I will need to continue to do what I am doing.
Since the last blog post I made, I have imported the cloth model into substance painter and have textured it. I have then exported all of the textures for the model back to Maya and have made several renders.
Currently the model is good enough to use as my final piece, in my opinion. However, I want to make the lighting a little bit lighter, It is quite dark and hard to see in these renders, however there are parts of green and brown on the pallet that do not blend properly, and it looks quite weird. So I will be fixing them for the next blog post.
Other than these two things, I believe I have done quite well on this model.
Here are some renders of each part of the asset by themselves:
Since my last blog post I normal mapped the barrels, in an attempt to make the barrel look more dented and messed up, as I am trying to create a rough post apocalyptic feel.
The high poly barrel has 1500 tris, while the low poly has 900 tris.
I have also imported the Barrel and Pallet into Substance painter, with the normal maps plugged in. Here is what i currently have.
I have begun to model my asset, I have the low poly versions of each part of the desk, the pallet, barrels and cloth. I also added the heads of nails sticking out of the top of the pallet, although they are hard to notice. I used the Ncloth tool with the silk preset to create the cloth, I also attempted to texture the cloth in photoshop.
I have UV unwrapped the pallet, barrels and the cloth. However I will have to redo the cloth, since I have moved the position of the pallet since i created the cloth, meaning the cloth wont fit correctly.
Our class has been split up into groups, consisting of 8 people. Each group has to produce a high poly environment, however each person has to produce their own asset, and on the final day each asset will be put into the same scene. Our group decided to go with a post apocalyptic theme, and I was tasked with creating a desk, or table. As the scene is going to be set inside of a safe room, or bunker like area.
At first i thought I was looking at normal like desks that you could find in most houses, and I was going to scuff up the model to push across the rough environment. However, I decided to make the desk more like a makeshift pile of junk. Making seem like the person living in the room had thrown together the desk with whatever they could find, I feel like this pushes across the post apocalyptic theme more so than the previous idea. The desk will consist of barrels as stands and a wood pallet for the actual main part of the desk. I then realised that the desk seems a bit too bare, and that the gaps in the pallet do not help. I decided to add a cloth to the top of the desk. (Maybe a worn rag, or stitched together cloth that the person living in the room found).
This is a rough idea of what i want my asset to look like, two different colored barrels, supporting a wood pallet covered in a cloth.
Normal maps: Normal maps are maps of the 3D modelling using colors consisting of red, green and blue. These RGB values translates to x, y, and z coordinates, allowing a 2D image to represent depth. This way, a 3D application is able to fake lighting details based on the color associated with the 3D coordinate.A normal map is commonly used to fake high-resolution details on a low-resolution model.
Displacement: Displacement mapping is an alternative technique to bump mapping or normal mapping. It uses a procedural texture or height map to cause an effect where the actual geometric points over the textured surface are displaced. It gives the surface a great sense of depth and detail.
Bump Maps: Bump mapping is a technique in 3D modelling for creating bumps and wrinkles on the surface of an object. This is done by changing the textures of the model to Black and white. The white parts of the surface are raised, and the black parts are lowered. Unlike displacement mapping, it does not change the actual surface area of the object.
We have finished the low poly environment, here is a final render, with half as a wireframe. Overall the environment turned out well, however we did run into some problems. One of which was that some of the assets imported were not renamed, so several assets had the same name, and we had to rename them after being imported.
Today I continued with the Tipdedo model, the new blade has not broken, so now I can move on from the blade model. I remade the back blade as the old one looked very ridgid and didnt look right.
The one on the left is the old one, and the right is the new one. The shape I cut out in the middle is too wide in the new one, other than that, I am happy with the new blade model.
I also added a a cylinder to where the front blade meets the shaft, I believe this helps makes the connection look a lot smother.
and finally I used the automatic UV unwrapping tool to unwrap the model. Everything unwrapped correctly except the blade. The automatic tool made way too many UV shells and made it impossible to unwrap, so I will have to manually re-unwrap the front blade.
By the next post, I will have re-unwrapped the blade and will start texturing.
I haven’t done a whole lot since my last post, as I have struggled greatly with the blade of the weapon. I have remade the blade model about 8 times so far, 2 because I did not like how they looked, the others had to be remade because they broke in one way or the other.
I believe the blade I currently have will not break, I have kept the amount of booleans to a minimum, I have cleared the history multiple times and just in case, I have several duplicates which I will not touch. These duplicates have not broken so far and I will not touch them until I need them or the model is finished.
What I have done to the model is that I have improved where the shaft connects to the blade as the connection looks more fluent now, although it could still use a little improvement. I have also added blade detail, like patterns to the new blade.
I will improve upon my work by making the blog posts more frequent, and focusing more on the rest of the model, rather than just one part. In this case it’s the blade I’ve been mainly focused on, and I have hardly done any work on the rest of the model since my second post.
I am also thinking of leaving this model as it is now and moving onto a new one, as I am struggling a lot with parts on this model, mainly the blade. As it keeps breaking every time I reopen the scene. I have tried various things to try and prevent it breaking, so I will wait and see what it is like next time I open the model scene.
Since my last post I have redone the weapon shaft, again, and will likely redo it again… I realised that a lot of the faces inside of the shaft were very weird, I have inverted faces and faces that should not be there, instead of fixing it I decided to redo it as it would be a lot easier and quicker. The latest shaft is better than the last one, however it could still be better.
I also tried to make the front blade look more sharp, it looked alright until i rendered the model. So i will have to do that again. I made the back blade thinner, and the front blade wider.
I do not like the area where the blade connects to the shaft, I will likely redo this part with the blade again.
Although I am not getting far with the model itself, I believe my modelling skills are improving each time i work in this model.