Nina Denning

Animation Student

Monthly Archives: September 2016

VI. Rendering.

Posted on 1 September, 2016  in MDU115

I rendered out a few screen shots of my model on Quixel but didn’t go so far as to making a video. Instead i decided to upload my model into Sketchfab. I will definitely be editing this model since i didn’t quite get to finish it the way i wanted to. This is my “finished” model outcome, I’m pretty impressed with the ability of Quixel even from my narrow use of it and I’m happy with the results. Here is a few of the rendered images from my model and this is the link to my model on sketchfab: https://sketchfab.com/models/8b1859821a444457acb2a825116cefeescreen05screen01

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Monthly Archives: September 2016

III. Unwrapping.

Posted on 1 September, 2016  in MDU115, Uncategorized

As I was using 3Ds Max 17 I could just use the inbuilt “unwrap”, though doing it manually may have given me a better result, it is my least favourite, tedious thing to do in 3D Modelling, so I was happy to give it a miss. Next time I will definitely edit the map manually with some breaks and welds. Overall the UV was packed quite nicely.

RRETTR

The automatic Unwrap of my model.

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Monthly Archives: September 2016

V. Texturing.

Posted on 1 September, 2016  in MDU115

This is the step i had the most fun on, though i did run into a few troubles. I used Quixel Suite to texture my model, i imported my Obj. File which is my model and my maps, ready to begin texturing. I got used to the controls pretty quickly and took my time choosing the right textures and colours for my model, i wanted it to look similar to its respective model but a bit more detailed. I used mainly metals such as aluminum and silver. I played around with some masks and 3D painting along with the numerous brush and opacity options. I did do quite a bit of painting on my model but when i lost my work it was a bit late to start it all again. Through my texturing i created maps for the metals in my model and how rough it was along with the albedo which is the colour.

 

metalroughmap

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Monthly Archives: September 2016

II. Modelling.

Posted on 1 September, 2016  in MDU115, Uncategorized

After I found the design I wanted it was time to start modelling. I began by creating a plane so I could have my reference image behind my construction, this helped with the sizing of my model. I started with primitive shapes such as cylinders,  cubes and spheres. Using the vertices I dragged them out to fit the reference image and added some loops to have more to work with. Making sure everything was planar and straight I started combining my pieces to construct the wrench. I used a lot of symmetry and mirror effects to save time. My model was starting to piece together, there were a few mistakes and overlapping vertices my teacher kindly helped me fix, it was a little different to the original model but i wanted it to be a little less chunky as the Insomniac art-style suggests.  I also needed to add some support chamfers so the edges weren’t so sharp.

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My 3D model in 3Ds Max.

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Monthly Archives: September 2016

IV. Baking.

Posted on 1 September, 2016  in MDU115, Uncategorized

So with my wrench, I didn’t build a low poly and high poly model, I figured my original was as simple and as detailed as I wanted it. This meant I only had to bake a colour ID map and an Ambient Occlusion. An ID colour map basically just says which part of the model a certain texture will go on. My ID map began by having the same colour on all objects that are the same, since they’re going to be the same material, I soon realised I needed to change this because the grain on some textures were opposite to the grain on the other part of the model. I went back and made a new ID map with a unique colour for almost every part of my model. Ambient Occlusion maps are used to determine how much light should be shining on parts of the model such as the corners and sides, this went well the first time.

 

Wrench_IDsrettre

My Colour ID and Ambient Occlusion.

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