This was the first assignment, after learning the basics of 3DS MAX we were tasked with modelling a simple object. Some examples were a treasure chest, a old western wagon and a throne. I picked the throne as I felt it gave the best options for creativity. A chest usually keeps flat or rounded, nothing special and a wagon must look like it will function. the above throne looks like it would be very heavy and somehow strikes fear as it looks like a bird spreading it's wings, as to make it look huge and dangerous.
the first attempt at this model was a little broken, so I remodelled it. Many areas had multiple vertices in the same place. The UV Map was messy too. Now the model is much cleaner and so is the UV Map.
This was the part of the second assignment. I didn't model this demon, I'm not really good enough to yet. Hopefully soon I will be. Anyway, I created the texture for the model. I'll admit, It's not too great. That's likely due to my paining skills being quite bad. Overall though it looks okay, could be better though. I tried to highlight muscles to add a little bit of shading.
This is the last assignment for this year. Everyone had to model a current generation FPS weapon. Many people picked assault rifles or old style pistols. There were a lot of interesting designs. I picked to create what can be simply described as a ShotgunHammerSaw. It literately is a combination of a Shotgun, Hammer and Saw. The gun is a shotgun, the central black area is shaped like a hammer and the magazine doubles as a crude saw. I'm not really sure what inspired this design. Maybe it was the opportunity to create a modern FPS weapon with no real limits.
I also created the UV map and texture for the model and I went for a metal for most of the gun, but also wood for the stock, handle and pump. The normal maps and specular maps took a long time to create. I kept getting a text based error when trying to create a projection. Eventually it worked and then I had both. Look at the last post under Introduction to 3D modelling to see both maps.
I used Xoulil Shader 2 as a realtime shader for the weapon. The lighting is a little funny, but I hope to work on lighting and stuff. I had a problem where one side of the weapon would be completely white. After messing around alot this problem was reduced.
Overall, I'm pleased with progress made this year, but I know that I can improve and will try to improve my skills with my free time.
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