Posts

Weekly Car Blog Post 1

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 The car I'm modeling is the Ford Escort Mk II RS1800 The first thing I did was gather reference for the top, side, front and back. I found these references on theblueprints.com. I then set them up in Maya. Next I gathered reference for the three quarter views. Since the blueprints don't provide all the information these were necessary. For example there is a part by the wheel trim that curves in, but it is not visible from and straight on views.  Then I began to build out the car with the curve tool. This part was fun because it looked like my car was a 3D doodle. I struggled with this a bit because some of the lines on the images didn't match up. This is where the three quarter images came in handy. I started looking for other reference picture as well.  Lastly I blocked out the car mesh. I really enjoyed this part because I could see the car start to come together. There were some areas that were hard to match up the topology. There is an area in the back where the win...

Sprint 4

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The first thing I did this sprint was re-UV the sub level cubes again. They were not modeled correctly and had to be remodeled, therefore re-UVed.  Since the UVs changed, a new block was added, and the orientation changed, I also re-textured the blocks (a total of eight). They look like same as last sprint. Next I modeled this old fashioned gas pump. I happened to model the same one for my first modeling class in CAGD 230. (don't worry I didn't re-use the model). This was the most complicated prop I modeled this sprint and took the whole class period.  Then I worked on the fence props. There are a total of three pieces that can be formed together to create a long fence. I bent the wood pieces to give them an older look. The horizontal fence posts are designed to be interlocked together so that they don't intersect.  This piece is to be used to merge the pieces together, or to be places at the end of a chain to close it off. This is what the fence looks like all put togeth...

Sprint 3

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This Sprint I started off by re-UVing the building blocks since they weren't optimized for texturing. Next I started on creating a pattern for the blocks. The goal was for the white areas to be emissive and the black areas to be matte. I took a pattern from google, imported it to photoshop, and used select and fill to make it black and white. Then I got to work on texturing the blocks. The good block will be a light pastel blue color with the grooves being emissive. I hand painted the stencil on using it as an alpha. After that I worked on the "bad" block with will hurt the player if stepped on. The color for this block will be purple. It has the same emissive texture as the rest of the blocks. Next I worked on the cloobit. This will be a collectible item in the game and will be fairly small. The designer wanted this piece to have sunset colors and this is the look we settled on. I also worked on texturing the rest of the blocks. However I was told to hold off on texturin...
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Here are all the blocks I have made so far. First I started with the single brick. This wasn't too difficult, however it was still more challenging than I expected.  Next I made the 1x2 block. For this on I added a circular component on the bottom and mirrored it to the other side. This was about the same difficulty level. it was easier since I was started to get in the flow of things.  The next piece I made was the 2x2 block. this piece had a hollow circular component which was about as difficult as the 1x2 block. This was the last piece I made edits to. These were the three main blocks. Everything else that was made were created by using these three as a base. The next two blocks were just made by mirroring what I had already made. There were no new components to be added. I mirrored each piece as needed. I could do this to create any number of nodes.  The last piece I worked on was the shallow block with a hook on the side. I am not finished with this but it seems simp...

Sprint 2

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Sprint 2 First I UVed the cargo lift. this was very simple to UV. The shapes are very simple, and are mostly privatives.  Next I UVed and textured the crane. This asset was also very simple to UV and texture. The UVs were mostly unwrapping primitives and the textures only had three colors.  Next I UVed the lighthouse. This was another simple asset. I messed up the UVs on the windows and confused myself when importing in painter. This was a simple fix, the window panes were left out of the material for some reason. I added it to the lambert and that fixed it. Next I UVed and textured robot 2. This was more of a challenge to UV than the bigger set pieces because there was more of a variety of shapes. Next i textured the robot. I kept a matte texture even though the bot is metal since that's the style we're going for in the game.  Next I UVed and textures robot 1. This robot was very simple to UV. The bot head is pretty much just a sphere, and i was worried there would be se...

Blog Post 1 - Faucet Assignment

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Ciela Parent Blog Post 1 - Faucet Assignment  For the first week we worked on a faucet. This model was more complex than anything I've worked on in the past. Making the base flow into the sink was difficult for me. Having hard surface look natural was challenging. I have never been able to use the subdivision tool since most classes are strict on optimization. It was satisfying hitting three and seeing the jagged topology smooth out and look like a real faucet. Something i found challenging was the circular nibs at where the water comes out. I wasn't sure how to duplicate them in a circle so I just did it by hand.  Subdividing made me realize how advanced modelers model complex shapes. Before complex geometry on robots, cars and other mech seemed daunting but not it feels possible to attempt. I'm excited to apply my new knowledge to personal projects.