![Picture](/uploads/1/3/6/1/136124580/published/coffee-table.jpg?1629725865)
23.08.2021- apart of my little self project I made a table with a lattice centre, this was great practice for using lattices
26.08.2021- I made today the TV and also the stand, What I did first was make the tv, I decided to go with a simple design, the back also has some detailing such as it being extruded and more polygons fitted so it would have space for the inner parts of the tv, I then added a frontal part so the tv had a deeper part for the screen. The screen and the outer shell are different materials and colours such as the back is a matte grey whereas the screen is a slightly glossy material so it would present the screen. I made the stands with a basic extrude and tweaked its angle.
The stand was more difficult for me because I wanted to have the doors for it to open on a pivot and I also wanted some door knobs. I have done pivoting before however it was a long time and I forgot how to correctly pivot with it working the way I wished it to. I then started to make my door knobs, I have never made door knobs but I used my knowledge and new experiences to make it, I started out with a circle and kept inserting more polys and manipulated them up to make the arches, when I had enough thickness I then extruded and enlarged the higher poly and did the same steps. I learned recently how bridges work in 3ds max so when I made my stand I used the technique I found which made it far more simpler then I imagined it. When It came to the materials I wanted the door knobs to be glossy and the stand oak with the legs being metal. The oak I was going to use was the dark oak from the coffee table however it was far too dark with the other materials so I changed it to light oak. I am very pleased with this, it did take a while to get the hang since I was not satisfied with things and also I made some mistakes along the way. Now its time to go back to the3 drawing board to figure out what I want to do now. I may try and make a lamp or light and some little decorations such as flowers books, a remote maybe?? |
![Picture](/uploads/1/3/6/1/136124580/published/mushroom-1.jpg?1633604934)
I have been practicing with blender recently, currently my work isn't to par to making a human face so I decided to use the sculpture tool and make one of my mushroom characters, I felt a little excited about making this and decided to make a rig of my work, which I've never done. I am so happy with the mushroom. I learned a lot within sculpturing, you need patience and don't be too harsh on yourself.
27.10.2021
I have made in the last day a body and today a hand for one of my main university projects, I had some teething issues with the body such as the symmetry and then finding different ways to make the body, I did not know if i wanted to make the legs separate to the chest and then weld it in or make it the same polygon, then there was the other thought of should I start off using a cube or a cylinder. I tried both and the cylinder worked, then tried separate and found it was harder to weld. Symmetry in the last version I made worked well but the seams were apart so I had to carefully weld which took longer than imagined. Overall it was fine and I have produced it. Today I started making the hand, I thought it would be hard to make and I used my own hand as a reference. when the foundation was finished I added more vertices and fiddled around to see if i can make the hand have more flesh and an area to have nails. |
![Picture](/uploads/1/3/6/1/136124580/published/shoe.jpg?1635764032)
28.10.2021
I made a boot, so today i wanted to make the feet part of the model, keeping it seperate so then i can add more features when sculpturing and then finally sticking it together, I tried to make feet but found it rather challenging and then the thought hit me "why am I making a foot when she will be wearing large boots?" I ended up grabbing one of my own boots making reference of the sole and took a picture of the boot, made the boot from a plane and then built up by using the reference, whilst adding bridges, welding with also adding more edges to the back more round. An issue i had was the top of the boot where it looked rather curled however it makes the boot look old and not clean. Progress is going well.
I made a boot, so today i wanted to make the feet part of the model, keeping it seperate so then i can add more features when sculpturing and then finally sticking it together, I tried to make feet but found it rather challenging and then the thought hit me "why am I making a foot when she will be wearing large boots?" I ended up grabbing one of my own boots making reference of the sole and took a picture of the boot, made the boot from a plane and then built up by using the reference, whilst adding bridges, welding with also adding more edges to the back more round. An issue i had was the top of the boot where it looked rather curled however it makes the boot look old and not clean. Progress is going well.
![Picture](/uploads/1/3/6/1/136124580/character-model_orig.jpg)
17.12.2021
I have finally finished my final parts of my sculpturing before my topolising work, this model is without the bag which may come in later compared to my concept art.
I have finally finished my final parts of my sculpturing before my topolising work, this model is without the bag which may come in later compared to my concept art.
09.03.2022
I started adding my trees to the unreal engine work, soon as i finished splining my water and the landscape i focused on this, i made the leaves be animated and use the opcaity features to not looked blocked out with the additon of having wind flow.
I originally wanted to use the trees as a foliage brush however, when it was imported it went on its side and for some reason I cannot rotate my static mesh in the editor so I decided to make do with manual trees, I may have preferred this way since It feels to me more natural. I shall be following up with the improved spline river and the change of landscape.
I started adding my trees to the unreal engine work, soon as i finished splining my water and the landscape i focused on this, i made the leaves be animated and use the opcaity features to not looked blocked out with the additon of having wind flow.
I originally wanted to use the trees as a foliage brush however, when it was imported it went on its side and for some reason I cannot rotate my static mesh in the editor so I decided to make do with manual trees, I may have preferred this way since It feels to me more natural. I shall be following up with the improved spline river and the change of landscape.
this is my river, the river was made out of splines and then added mesh and material to make it flow, it was originally a little more higher up but i thought that it needed to be set lower to add a plank bridge and make it look more real to the mapping.
![Picture](/uploads/1/3/6/1/136124580/witch-cottagee.jpg?250)
when I started to produce this model I wanted to make a building that was in a way cartoonish, a bit like how some cartoony games for children are but still in the space of 3D for this I used a lot of pushing and pulling the model to make thin and thick techniques and some of the curves were made with the technique of 4x4x4, this helped give it the cartoonish flare even before its texturing.
![Picture](/uploads/1/3/6/1/136124580/building.jpg?250)
Final year project 2022-2023
The renders of the models are for my final year project, the idea was to make a Victorian walking simulator, my first step was produce some of the assets in the world for example the exterior, for this I needed to research some buildings during this time period and objects that would be in said world. Many of these models would be then recycled to make the environment such as the streets, the markets and generally housing areas.
This is the exterior after the implementation of the models into the world, the world is based on some of the old maps I had discovered during my research, I had found that the design is similar to the streets we have now, terraced houses being set in their own space and making long strips of roads and then the larger houses having their on property of grass, stones and generally broken up with hedges.
These are the renders of some of the models I had made for the exterior of the game, these models are low poly and textures. Some of the models were hard to get accurate due to the fact that there was a lot of source materials contradicting one another, however the materials are as accurate as possible.
As you can see there are also two types of chairs one has more of a clean wood and clean leather whereas the other has dirt and is cracked this was to show the player people who lived in the poorer houses wouldn't have clean items whereas richer would.
As you can see there are also two types of chairs one has more of a clean wood and clean leather whereas the other has dirt and is cracked this was to show the player people who lived in the poorer houses wouldn't have clean items whereas richer would.
1) I started to produce a character in zbrush mainly focusing on the face and hair. The main steps that were looked at was the hair part. I wanted to attempt making hair using a brush. From this image you can see that I started with the blockout of the hair and then added the dry hair strands on top.
2) After I finished my block out of the hair I started to use a add on brush which allowed me to make modelled strands of hair, however this photo shows the work is not done since you can see the block out, my next step is to make it camouflage within the hair and look natural, then I will be tweaking the chin to make it less sharp and thin. Finally I will poly paint.