Woo Shuen Yan / 0342415 / Bachelor's in Creative Media
3D Modelling
Project 1: Modeling Hard Surface Objects
INSTRUCTIONS
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PROGRESS
Week 5
This project will concentrate on creating a 3D hard-surface model based on a created/extracted blueprint, such as a weapon, robot, vehicle, or structure. Students are exposed to a variety of techniques, including destructive and non-destructive workflow, in order to create visually appealing 3D models/assets. For the final preview, the completed model will be presented using a real-time rendering workflow.
For this project, I want to model a cyberpunk goggles. I started by putting down a cylinder mesh then select a vertex point to adjust the curve lines of the goggles.
Figure 0.1: Cylinder mesh
Figure 0.2: Extrude and loop cuts
I then started to extrude from the bottom and top to get that rings. Then using the method of loop cuts and press E for even, F for flip to get that evenly straight lines for the upper middle ring around it.
Figure 0.3: Subdivision surface
Then, I applied subdivision surface to the model before separating the model into 3 parts, first for the top ring, second for the body shape, third for the bottom ring using separating as selection. That way i get to apply different materials to it. I also adjusted the Crease to the top and bottom loop rings in order to make it more sharp to their shapes.
Figure 0.4: Goggles connector
Moving on to the goggles holder or connector thingy, I had to make sure the loop to the holder fits exactly the circular shape to the model. Thus, I created 2 loop cuts from the model then duplicated the loop at the exact same spot in order to create the shape from there.
Figure 0.5: Mirror modifier
Figure 0.6: Rotation
For this part I temporarily removed the Mirror modifier in order to make some changes on the rotation of the model to achieve that curvy shape for the eyes.
Figure 0.7: Mirror again
Figure 0.8: Glass modeling
Figure 0.9: Fill grid for the center of the surface
Figure 1.0: Curve glass
Figure 1.1: Duplicate the other side
Week 7
Figure 1.2: Materials in shading
Figure 1.3: Procedural rusty copper
Figure 1.4: Procedural metal
Figure 1.5: Stylized glass shader
Figure 1.6: Lighting and camera
Figure 1.7: Wireframe
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