3D MODELLING - PROJECT 1
5/6/2024 - 26/6/2024 (Week 7- Week 10)
Thanaphorn Daensaad / 0350930
3D Modelling / Bachelor of Design (Hons) in Creative Media
List:
Lectures:
3D Modelling / Bachelor of Design (Hons) in Creative Media
Project 1
List:
Weekly Lecture
Instruction
Project 1
Feedbacks
Reflection
Feedbacks
Reflection
Lectures:
Week 7
This week we learned about look development and the basics of
rendering. We were given a list of notes from the Miro Board
Lecture link
Render Engine > Eevee / Cycles / Workbench
Cycle - Realistic > Slow
Eevee - Speed > Realistic
Materials: Roughness, Metallic, Specular
Lightning: Sun, Artificial
Rendering: Viewport Rendering, Solid Render
Week 9
We learned about UV unwrapping and texturing.
lecture board link
UV Editor
Model > Select Face > U > Project from View
Painting in Blender
UV Editor > Create New Image > Assign in Shader Editor
> Texture Paint
Instructions
Project 1: Hard Surface Modeling
In this project, we have to choose a hard surface object in any
of these categories: vehicle, weapon, robot and machine to model
it. After choosing, we have to search for the object's reference
or blueprint and model the selected object using polygon tools and
techniques based on what we have learnt. Then, we should apply the
right material and texture to give its appearance and set lighting
and rendering using ‘Eevee’ / ‘Cycle’ as the rendering
engine.
Requirements:
Use Eevee/Cycle rendering (Blender) for final output
Output size: 1280 x 720
Format: .png
References & Blueprint
My overall plan was to go for something under the category of
robot. My initial idea was to go for a character named
Pathfinder from the game ‘Apex Legends” since I feel like I had
enough time to debunk the modeling part. However, when I
observed further the details, it was too complicated for me as
there was not much reference to his overall model. Therefore, it
was hard to capture the character fully. Then, I changed to a
different character, Wall-E from the Disney movie as I had a
feeling that it was easy plus the fact that I found a blueprint
on Pinterest that I could use as a guide.
Blender process
I started by aligning the blueprint together on the x and y
axis while remaining the z axis constant. Then, I moved the
picture reference about 4 blocks away from the world origin axis
to determine the size of my model equally.
I first determined the shapes I needed to model my character. I
was able to determine a few shapes I could use to make the complex
shapes while using the bool tool. I first did some insets to
determine the middle point of the extrusion for the neck then
moved it according to the side view reference.
Then, I added on the eyes by using the circle shape then extruded
while moving the wireframes for it to look exactly like the
blueprint. I had to reattempt this part as the first few tries look
weird and I was unsatisfied with the outcome of the shape.
I tried making the wireframes equal in terms of size while
maintaining the shape of the eyes as the wireframes need to look
good and would be easy for making it high poly.
The hardest part of all is making the wheels. I watched a
tutorial on how to make duplication of an object with the array
tool. With the tool, I was able to duplicate a few at once while
maintaining the distance between each shape. Then, I moved it to
make it align with the shape of the wheel. I couldn’t make it
follow a line bezier so I opted to do it the long way which was
to move it bit by bit then join it into a shape.
After making the overall model, I deleted half of one side then
mirrored it to ensure the model is equal to make the model look
better. Then, I colored the model and added lighting using the
cycles mode.
Feedbacks
Week 12 / Project 1
Specific feedbacks:
Add more loop cuts so the wireframe looks better overall when
it's high poly.
Reflection
For this project, the overall experience was fun being able to
make whatever comes first in mind when it comes to the categories
given. Initially, I thought that by using my memory to remember
what the character looks like would make it easy to model. I was
wrong as there's details on the robot that I didn't even pay
attention to in the movie. This tells me that 3D modelling
involves having a very keen eye to pay attention to details even
if it is nothing but a slight difference. I looked for references
online and thankful that there's people who debunked the character
onto a blueprint which makes it so much easier for me to model as
compare to debunking and drawing out the character myself as a
guide. Making mistakes and learning from it is pretty much what I
learnt from it as I mistakenly mess up with my save file somehow
but was lucky to be able to recover from my previous session
rather than starting from square one. I also learnt to arrange my
wireframes through this project even making sure that each edge is
straight. I'm still unsure on how to adjust the details on the
model that would make the model look acceptable. In terms of
lighting, I was having fun making it like a Lalaland lightning
hehe. I still have areas to improve especially on the angle of the
camera placed for the render and so much more.
Week 7
This week we learned about look development and the basics of
rendering. We were given a list of notes from the Miro Board
Lecture link
Render Engine > Eevee / Cycles / Workbench
Cycle - Realistic > Slow
Eevee - Speed > Realistic
Materials: Roughness, Metallic, Specular
Lightning: Sun, Artificial
Rendering: Viewport Rendering, Solid Render
Week 9
We learned about UV unwrapping and texturing.
lecture board link
UV Editor
Model > Select Face > U > Project from View
Painting in Blender
UV Editor > Create New Image > Assign in Shader Editor
> Texture Paint
Instructions
Project 1: Hard Surface Modeling
In this project, we have to choose a hard surface object in any
of these categories: vehicle, weapon, robot and machine to model
it. After choosing, we have to search for the object's reference
or blueprint and model the selected object using polygon tools and
techniques based on what we have learnt. Then, we should apply the
right material and texture to give its appearance and set lighting
and rendering using ‘Eevee’ / ‘Cycle’ as the rendering
engine.
Requirements:
Use Eevee/Cycle rendering (Blender) for final output
Output size: 1280 x 720
Format: .png
References & Blueprint
My overall plan was to go for something under the category of
robot. My initial idea was to go for a character named
Pathfinder from the game ‘Apex Legends” since I feel like I had
enough time to debunk the modeling part. However, when I
observed further the details, it was too complicated for me as
there was not much reference to his overall model. Therefore, it
was hard to capture the character fully. Then, I changed to a
different character, Wall-E from the Disney movie as I had a
feeling that it was easy plus the fact that I found a blueprint
on Pinterest that I could use as a guide.
Blender process
I started by aligning the blueprint together on the x and y
axis while remaining the z axis constant. Then, I moved the
picture reference about 4 blocks away from the world origin axis
to determine the size of my model equally.
I first determined the shapes I needed to model my character. I
was able to determine a few shapes I could use to make the complex
shapes while using the bool tool. I first did some insets to
determine the middle point of the extrusion for the neck then
moved it according to the side view reference.
Then, I added on the eyes by using the circle shape then extruded
while moving the wireframes for it to look exactly like the
blueprint. I had to reattempt this part as the first few tries look
weird and I was unsatisfied with the outcome of the shape.
I tried making the wireframes equal in terms of size while
maintaining the shape of the eyes as the wireframes need to look
good and would be easy for making it high poly.
The hardest part of all is making the wheels. I watched a
tutorial on how to make duplication of an object with the array
tool. With the tool, I was able to duplicate a few at once while
maintaining the distance between each shape. Then, I moved it to
make it align with the shape of the wheel. I couldn’t make it
follow a line bezier so I opted to do it the long way which was
to move it bit by bit then join it into a shape.
After making the overall model, I deleted half of one side then
mirrored it to ensure the model is equal to make the model look
better. Then, I colored the model and added lighting using the
cycles mode.
Feedbacks
Week 12 / Project 1
Specific feedbacks:
Add more loop cuts so the wireframe looks better overall when
it's high poly.
Reflection
For this project, the overall experience was fun being able to
make whatever comes first in mind when it comes to the categories
given. Initially, I thought that by using my memory to remember
what the character looks like would make it easy to model. I was
wrong as there's details on the robot that I didn't even pay
attention to in the movie. This tells me that 3D modelling
involves having a very keen eye to pay attention to details even
if it is nothing but a slight difference. I looked for references
online and thankful that there's people who debunked the character
onto a blueprint which makes it so much easier for me to model as
compare to debunking and drawing out the character myself as a
guide. Making mistakes and learning from it is pretty much what I
learnt from it as I mistakenly mess up with my save file somehow
but was lucky to be able to recover from my previous session
rather than starting from square one. I also learnt to arrange my
wireframes through this project even making sure that each edge is
straight. I'm still unsure on how to adjust the details on the
model that would make the model look acceptable. In terms of
lighting, I was having fun making it like a Lalaland lightning
hehe. I still have areas to improve especially on the angle of the
camera placed for the render and so much more.
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