Tuesday, 16 May 2023

LO3: Creation Of Models

Creation Of Models:

Below is a collection of all of the different models that I have used to create the scene.

This is the final model of the train that I ended up using in the final render I designed the train to look futuristic and blocky to allow the train to fit into the rest of the scene.

I made the model starting with a simple primitive cube which I then stretched and scaled to make the basic shape. I then started to add details to the model by extruding and insetting the faces into the shape. I also used the bevel tool to make more faces to allow me to be able to make much more detail in the model. I also added materials for the glass and I used an emissive texture for the light at the bottom of the train which is visible throughout the whole scene.

This is a cross section of the final model of the train I have cut it in half using the knife tool to show the geometry of the inside of the model. Doing this also allows me to be able to make final changes and check for any overlapping geometry. this allows me to be able to mitigate any errors that may occur later in the final render.

This is the modelling toolbar in blender it contains all of the tools that I will be using for making the models in blender these tools allow me to manipulate and shape the shapes into anything that I want. The tools that I have at my disposal mean that i can create pretty much anything I want.

These are some of the most common tools that I used to create the models. The first one is the loop cut toll this allows me to add more edges into the shape so that I can add more detail to the shape. The second tool allows me to manually draw the cuts onto the shape, this means that I can then create loops on any surface that I want.

This is another model that I made is this case model. I used this model throughout the scene to allow me to add some more detail to the scene. I started the model by using polygon modelling by starting with a simple hexagon shape and then repeating the process of insetting and extruding as well as bevelling edges to get the desired look.

This top down view of the model allows me to be able to check the geometry as well as checking how the product looks overall and if it fits into the rest of the scene. For this model I used a modelling technique called mirror modelling. This allows me to create a plane that I can then mirror one side of the object to the other. This speeds up all of the modelling significantly.

The last step of the modelling process for this model was to add a keypad with numbers. I decided not to animate the crate because of the time constraints I can also check that both sides are the same and the model is the right scale and size compared to the rest of scene.

This is the main foreground building in the scene it has the most amount of detail and I wanted a sort of hangar design which allows me a lot of space to add in finer detail such as people and other things. I am also able to use the models to add different details to the scene.

This is the model for the building it shows the geometry and allows me to make sure that the whole model is correct and there is no overlapping faces. This is key to make sure that the model will look good in the final render.

This is the final render of the antenna it shows the test for the final render and allows me to be able to texture the model to get the look that I want.

This is a straight on view of the model, having this view allows me to be able to check the model for any issues before I use it and texture it. For example checking the amount of faces to make sure that the model does not cause too much lag and add a lot of render time when multiple are placed in the scene. For this model I decided to use loop cuts a lot more to make sure that I could get enough detail in the model.
This final image shows the model with all of the edges and faces highlighted again allowing me to check that the model will work as intended in the final scene.

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