Archive for the ‘3D modeling’ Category

Mud House Model 4   Leave a comment

Here is a finalized version of the exterior:

I had a little fun with the graphite effect in the viewport render in Max, as you can see. The chimney will be an option/separate add-on for level designers to play with. I’ll model that later on.

Fountain 1   Leave a comment

In addition to the mud-brick house I’m working on, I also have a fountain for a public square nearby. The original sketch I made called for a statue that pours water from a large jar into the basin at the top of the fountain you see below. The water flows down toward another small container (not built yet) and into the channels that take it back into the main part of the fountain. The idea is that there will be a continuous flow of water at about waist height to make it easier for residents to get their water. I still need to add supports for the upper portion, a midpoint basin (as I mentioned), and some sort of fountain works in the center of the main fountain.

Below, you can see a closer view of the return channels. Where the smaller streams of water on the sides fall directly into the channels, I put in some geometry to indicate that erosion has been taking place over the many years the fountain has been in use.

Mud House Model 3   Leave a comment

The next step was to model out the interior roof structure. Using cylinders, I roughed out how large I wanted each beam and joist to be and how many I would need. From there I began to edit one of the many clones and unwrapped it. I welded the sides of 5 joists together, end to end. After deleting a few faces, I extruded the top edges of the joists to create a ceiling. I unwrapped the new faces and found ways to group them logically to get the most out of a seamless tiling texture later on. I simply cloned a set of these models and welded them together.

Here, you can see how little texture space is used. There will be a lot of repeating, so it will be important to create a texture that doesn’t have too many eye-catching details to give it away.

Mud House Model 2   Leave a comment

I used the bridge tool to stitch up the roof and ceiling. I also added in a door, as you can see below. It definitely needs more detail but I like the sense of depth that it has right now. It shows off the thickness of the walls and provides a bit of shade at the doorway. I’ll probably keep this shadow in mind as I model out the protective arch of the doorway.

Mud House Model 1   Leave a comment

Here is the very beginning of the exterior of the model. It is a very simple shape. I need to cut in some doors and start to add detail and interest. The brown shape is there to represent the ground plane without obscuring the view. [The base of the model needs to extend into the ground to allow for placement on uneven terrain.] The green shape is a 2m tall stand-in for a typical game character, for scale. It’s quite a humble dwelling.

The interior is similarly basic right now. I highlighted the exterior in red to better show the geometry of the interior. I’ll be bridging the ceiling and roof before I continue adding details. For now, there is just a gap where the thickness of the ceiling would be.

Modeling 1 Recap   2 comments

The main project for Modeling 1 was a corner scene with a polygon limit of 3000 and a max pixel size of 2048×2048 for all textures, combined. I decided to create a warehouse scene. The concept story was that a thief had broken into this old warehouse in search of valuable artifacts. He was frightened by what he found and left behind some of the tools of his trade in the process.

I began with the corner of the warehouse, some storage racks, a crate, and a wood pallet. The flashlight is just a placeholder at this point. I was playing around with some overhead lighting and shadows with this version.

Warehouse version 1

Warehouse Render - Version 01 - 14 August 2010

I then added the steel frame of the building and began creating the textures. I realized early on that the crate with the main artifact would need to be much closer to the camera if it was going to be an effective focal point. I intentionally kept the lighting dark, in an effort to hold a strong focus but the overall scene is almost unreadable this way.

Warehouse version 4

Warehouse Render - Version 04 - 28 August 2010

I brightened up the scene a bit in this version. I also added a pallet jack, a crow bar, and a mask. It took quite a while to decide on the mask as an artifact but it ended up being an effective choice, in my opinion. I used a segmented box and edited the vertices to match a photograph of a mask I found online. A mirrored instance allowed me to keep the mask symmetrical throughout the process. I think it turned out well for one of the first complex, semi-humanoid forms I’ve modeled.

Warehouse - version 7

Warehouse Render - Version 07 - 11 September 2010


The distance of the crate and mask still needed major adjustment in order to bring out the appropriate level of detail. It became a much more interesting composition with the mask and crate just off center. Illumination and volume fog from an emergency light was used to help balance the composition.

Warehouse - version 11

Warehouse Render - Version 11 - 01 October 2010


The rest of the textures were finished and applied. Lighting adjustments were made, both in 3D Studio and in Photoshop (for the sake of printing), to make the image more easy to read. The result is an early morning shot of the warehouse after the failed late-night burglary.

Warehouse - Final

Warehouse Render - Final with wires - 03 October 2010


I’m pretty happy with the results of this project. The final poly count was 2320 and the final tris were 4214. I don’t actually remember the final texture size but I know I had room to spare. Opacity, Specular, and Bump maps were not counted in addition to the matching diffuse maps involved.

There are a few things I might have changed or done differently, now that I’m more experienced, but I’m happy with it for what it was. For screen viewing, rather than printing purposes, I’d actually prefer a blend between the Final Render and version 11, as far as the brightness of the lighting.

I’ll end with a dough-boy render of the final with wireframes:

Warehouse - Final Doughboy

Warehouse Render - Final Dough-boy - 03 October 2010

This project has been added to my portfolio on the following page: Warehouse