02.10.2023 - 22.10.2023 / Week 6 - Week 8
Sylvia Lau / 0356130
Bachelor
of Design (Hons) in Creative Media
3D Modeling: Project 1
INSTRUCTIONS
LECTURES
Week 6
Look development consists of three steps, pre-production, production, and
post-production.
Pre-production involves three materials like script, storyboard, model sheets,
and animatics for animation production. In between pre-production and
production will be another stage called asset development. The assets that
need to be prepared in the planning stage are characters, props, and
environment.
Camera in Blender:
1. To view different angles in the camera: turn on "camera to view" by
pressing N and view
2. Focal Length: human eye ---35mm
3. Safe Area: camera --- turn on safe area
4. Rule of Third: camera --- viewport display --- composition guide ---
thirds
Composing an object by using the rule of thirds and adjusting the
camera angle. Camera angles include high angle, low angle, and eye level
angle, the most used angle and best is eye level angle. Other than that,
framing is also important in composing an object, which includes wide shot,
full shot, medium shot, close-up shot, and extreme close-up shot.
Blender Internal Render:
Workbench --- properties editor --- render properties --- render engine ---
choose the render engine
1. Eevee
Eevee is built for speed and quality, but quality need to adjust the certain
setting to get nice quality. Need to switch from solid to rendered in viewport
shading, so the effects using Eevee can be seen.
-
Ambient Occlusion: to make the shadow more darker and make the object more
clearer on where they sit.
-
Bloom: need to add new materials like colors to see the effects. Adjust the
threshold, knee, radius, and intensity
-
Reflection: adjust the metallic and roughness of the object and plane---
render --- turn on the screen space reflection
2. Cycle
Cycle focused more on lighting and some other effects which made the outcome
look better than Eevee.
Project 1: Hard Surface Modeling
We were required to create a hard surface object like a vehicle, weapon,
robot, or machine. Model the selected object using polygon tools and
techniques based on the previous lessons, apply the right material and texture
to give its appearance, and set lighting and rendering using Eevee or Cycle as
a render engine.
Figure 1.1 Ideas
Before starting the project, I searched for ideas to model on Pinterest. The
objects that I wanted to do were airplanes, robots, tanks, and cars. My final
decision was a steam train head, as the images above could have been more
detailed.
References:
Figure 1.2 References of the train
Detailed Reference:
Figure 1.3 Front view
Figure 1.4 Side view
Figure 1.5 Back view
Figure 1.6 Top view
I found a more detailed model of the train because I needed to model the
engines as well.
Progress:
Figure 2.1
I placed the side image of the reference in the background, so I could model
it according to the size. I began with a cube and added loop cuts to it to
create the windows.
Figure 2.2
I used extrude to make the windows and doors. The sides had three windows, the
front had two, and the back had a door. Below the window, there was also a
pattern using inset.
Figure 2.3
Then, I created another cube to create the top of the train box. I made it by
my own design as the reference was a little more complicated to do. I applied
a bevel to round the edges on the sides and added loop cuts to the part where
I needed to extrude.
Figure 2.4
Figure 2.5
I added a cylinder shape to create the object in Figure 2.4 to place it at the
back, using inset and extrude to create the shape according to the reference.
Then I duplicated them and added a thin pillar.
Figure 2.6
Next was the head of the train, I modeled them using a cylinder and used the
same method for making the details on the top.
Figure 2.9
For this part, I divided into three parts to model it. The lower part used
cylinders as the pillar and added another sphere as the lights. The middle
part used a cube by extruding it to create the details. The upper part was
also added five cylinders and rotated them in 15 degrees, and finally was the
cone.
Figure 2.10
Next was the wheels, I first created two cylinders, one was in bigger size and
the other was smaller, and placed it in the middle. I joined them together so
that I could edit them together. I used the bridge to connect them and fill
the empty parts. After finishing one of the wheels, I duplicated and scaled it
down to a smaller size for the front wheels.
Figure 2.11
Figure 2.12
Figure 2.13
Figure 2.14
Figure 2.15
After completing the outer part, I began with the engines by studying the
shapes first. I drew them out on paper so that I wouldn't get confused while
doing them. I didn't fully recreate the same as the reference because there
were still some details that I couldn't see in the images.
Figure 2.16
The last part was to model the front of the train. I scaled the cude to a
rectangle and applied loop cuts to the shape, the same as the lower part
there. Then, I connected them using the bridge and filled the empty parts.
Figure 2.17
This was the final model outcome.
Figure 2.18
I applied the color following the reference that I found before. The train's
main body color was blue and with golden yellow edges. I also adjusted the
metallic and roughness of the surface.
Figure 2.19
For the windows, I wanted to make them glow as the background and lighting
were dark. I applied cycle to this model.
Figure 2.20
This was the camera angle for the outcome, lastly applied shade smooth.
First Attempt:
Figure 2.21
Figure 2.22
Adjustment:
Figure 2.23
After the feedback was given, I increased the metallic and roughness of the
train, adjusted the color of the engines to the same color, the window applied
the glass effect, changed the lighting to brighter, and tried different light
colors.
Submission:
Figure 3.1
Figure 3.2
FEEDBACK
Week 9
It's a little dark and the engine couldn't see clearly, maybe can add another light, or it can be adjusted in the material. Increased the metallic and roughness or else it's a bit plain. The window can apply the glass effect. Try with different lighting.
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