This file reaches 3DCTM1, 3DCTM2
This file reaches 3DCTM1, 3DCTM2
We learnt about The basics of 3d modelling and texturing in blender and Maya.
We worked on making small models in Maya of items such as foods and plates I found learning the software's and modelling went well because I have previous knowledge of the software's however I could of improved on my UV unwrapping due to some waste of pixels.
We learnt about The basics of 3d modelling and texturing in blender and Maya.
We worked on making small models in Maya of items such as foods and plates I found learning the software's and modelling went well because I have previous knowledge of the software's however I could of improved on my UV unwrapping due to some waste of pixels.
3D modelling - research
We learnt about The basics of 3d modelling and texturing in blender and Maya.
We worked on making small models in Maya of items such as foods and plates I found using the software's went well because I have previous knowledge however I could of improved on my UV unwrapping due to some waste of space when fitting the islands together
This file reaches 3DCTM1, 3DCTM2
Weekly Evaluation
This file reaches
3DCTM4, 3DCTM5, 3DCTM6
We learnt about different 3d workflows.
We learnt about different workflows for sculpting. some of these work flows sculpting onto high poly mesh from a low poly and reusing the low poly model later or just completely retopologize the model by hand I enjoyed learning about the high to low poly workflow as I believe this could help me with my future 3d art. however I could improve on my knowledge of pipelines for different kinds of 3D productions.
Weekly Evaluation
Inspiration - Sutton Hoo (Archaeological site)
I got inspiration for my shield from visiting a archaeological site called Sutton Hoo.
this is an area where two medieval cemeteries where discovered and has a display with lots of medieval artefacts such a shields and ship remains
3D modelling - shield creation
3D modelling - texturing
I modelled a shield asset
in blender and UV unwrapped a low poly version. then using dynamesh I sculpted details such as dents and scrapes into the metal. with both high poly and low poly objects I could project the details onto the base mesh as a normal map
I found modelling the shield went very well as I found lots of uses for the modifiers to speed up my workflow such as shrink wrap modifiers and mirror modifiers. however I could of improved on my wooden panels as they did not get as much detail
This project reaches all learning outcomes 3DCTM 1, 3DCTM 2, 3DCTM 3, 3DCTM 4, 3DCTM 5, 3DCTM 6, 3DCTM 7, 3DCTM 8
Weekly Evaluation
I then textured it inside of photoshop and using texture baking to get my high poly sculpted object onto my low poly
Weekly Evaluation
Final renders
I rendered out turn arounds using eevee and cycles
more work of my shield creation process
can be found here
This file reaches all learning outcomes 3DCTM 1, 3DCTM 2, 3DCTM 3, 3DCTM 4, 3DCTM 5, 3DCTM 6, 3DCTM 7, 3DCTM 8
character creation - bear
This project reaches all the learning outcomes 3DCTM 1, 3DCTM 3, 3DCTM 4,
This is the start of my bear character model where I have made the base mesh in blender to build the main forms and then sculpted it in ZBrush to add details and make it more realistic
Weekly Evaluation
I used the clay build up brush to add muscles, the planar brush to define flatter shapes such as the nose and the smooth brush to smoothen it all
I box modelled a scull in blender and sculpted in details using ZBrush
Weekly Evaluation
I rendered my sculpted skull using a 3 point lighting setup
I started to retopologize my bear sculpt using an addon called Retopoflow. I found this a good tool for retopology as it speed up a lot of aspects of retopology such as placing quads and tweaking the position of them.
Weekly Evaluation
Here is the final retopologized model I will use for UV unwrapping and texturing
Here is the final textured bear model I made using projection painting
I believe I successfully have created the start of a 3d character in blender which could possibly be used for rigging and in game development. if I could of improve on this project i would have like to have been able to add fur.
I unwrapped my topologized bear model using a UDMI workflow which involves separating parts of the body such as ears, face, nose, mouth, body and feet and then unwrapping them onto different maps next to each other. Another reason UDMI workflows for unwrapping characters is useful is because you can assign different resolutions to different part of the body's fore example I knew my bears body and feet would eventually just be covered with hair so I gave them a smaller resolution of 2k where as my bears face which would have short hair in some places and my bears nose which would have no hair where both given a 4k image so I could do closeup renders of them later on
This is what my unwrapped model looks like
After all the unwrapping was done i texture painted my bear using projection mapping. Projection mapping is where you find images of the subject and use it as a stencil to paint onto the model. this prosses took a long time because I had to find good enough quality images of bears which all looked roughly the same then stich these images together making them look blended and math all the colours
Weekly Evaluation
Weekly Evaluation
Inspiration - VFX GRACE (company)
A lot of the inspiration for my bear character came from a company called VFX GRACE which has produced lots of photorealistic animals made in blender