As some of you are aware, I started a games design degree last September, and so I've had less time to spend on PiratesAhoy! than usual.
This was especially true of the past two months, during which I've been endlessly working on a 3D modelling assignment to make four very different items in 3ds Max. Those of you familiar with my ships for PotC and Hearts of Oak will know that I'm more familiar with Maya, so this has been a new learning curve for me.
Now, I've finally completed this assignment, and I'd like to share the final models with you.
We weren't asked to work to any particular polycount, nor did the final renders have any requirements, apart from the resolution of 1280x720. The only specific criteria were the models we had to make.
Without further ado, here are the final renders of my models (listed in the order I approached them):
Elizabeth Tower (Big Ben)
Polygons: 19,771
Vertices: 21,596
This one took the most time to make (several weeks), but part of that was down to me trying to find my way around 3ds Max. There are some things it does better than Maya, but equally it has quite a few frustrations that bugged me constantly.
The texture took quite a while to make, editing a reference photo to alpha-map certain parts like the railings and tessellating the roof tiles, but I reckon it makes the otherwise very flat model look pretty good.
The fireworks are Particle Flow effects with gradient materials that change with particle age. They weren't necessary, but after seeing a few video tutorials, I thought I'd add them for a bit of extra flair.
Batmobile (1989)
Polygons (before smoothing): 6,601
Polygons (with TurboSmooth): 32,224
Vertices (before smoothing): 6,598
Vertices (with TurboSmooth): 17,803
Wireframe with TurboSmooth
Wireframe without TurboSmooth
Any long-time Batman fans out there should recognise this one (and yes, we had to make this specific version). At first I thought this would be impossible to make, and my initial tests with splines didn't work out well, but after reverting back to polygon modelling, it began to take shape.
By the end, I came to really appreciate the design of this car, and I was pretty pleased with the way my geometry turned out. I had some misaligned plans and a few reference images to work from, so around half of this model was done by eye. I quickly became acquainted with Smoothing Groups and the TurboSmooth modifier, both of which proved invaluable for the final result.
Overall, this one took around 6-7 days to make.
Dalek
Polygons: 13,764
Vertices: 11,482
We were only asked to make a "Dalek", so any version was open for consideration. I chose to go with the 'new series' bronze version because I preferred its design over older ones, but also because I found some plans for it. Again, the plans weren't perfect, but I managed to get a fairly good shape in the end.
The bronze Autodesk Metallic material really brought this model to life, though I'm sure it could be improved (I've seen some scarily realistic Dalek models out there).
This took about 4-5 days to make.
Hippo
Polygons: 10,425
Vertices: 10,368
Organic modelling. That was all new to me.
Most of my colleagues opted for a standalone sculpting package to make this one, but I decided to stick to 3ds Max to see if it could be done. I started with a low-poly mesh, with details like the nostrils, eyes, ears and toes fleshed out, and then TurboSmoothed the whole thing I so could use the Freeform modelling tools on it.
These tools weren't fantastic, but I managed to at least bring out a few features and add some roughness to the surface.
I was pleased with the mesh itself, but the textures leave a lot to be desired.
I couldn't be bothered to make a full-blown texture in Photoshop (and didn't really have time), so I tried to use noise maps for the colouring and roughness to make it vaguely realistic. Still, I don't really like the result, but organic texturing was never going to be my strong point anyway.
This took something like 3-4 days to make, overall.
So there you have it. I'm now pretty exhausted from modelling almost every day for several weeks, but at least I know how to use 3ds Max. Still prefer Maya, though...
This was especially true of the past two months, during which I've been endlessly working on a 3D modelling assignment to make four very different items in 3ds Max. Those of you familiar with my ships for PotC and Hearts of Oak will know that I'm more familiar with Maya, so this has been a new learning curve for me.
Now, I've finally completed this assignment, and I'd like to share the final models with you.
We weren't asked to work to any particular polycount, nor did the final renders have any requirements, apart from the resolution of 1280x720. The only specific criteria were the models we had to make.
Without further ado, here are the final renders of my models (listed in the order I approached them):
Elizabeth Tower (Big Ben)
Polygons: 19,771
Vertices: 21,596
The texture took quite a while to make, editing a reference photo to alpha-map certain parts like the railings and tessellating the roof tiles, but I reckon it makes the otherwise very flat model look pretty good.
The fireworks are Particle Flow effects with gradient materials that change with particle age. They weren't necessary, but after seeing a few video tutorials, I thought I'd add them for a bit of extra flair.
Batmobile (1989)
Polygons (before smoothing): 6,601
Polygons (with TurboSmooth): 32,224
Vertices (before smoothing): 6,598
Vertices (with TurboSmooth): 17,803
Wireframe with TurboSmooth
Wireframe without TurboSmooth
By the end, I came to really appreciate the design of this car, and I was pretty pleased with the way my geometry turned out. I had some misaligned plans and a few reference images to work from, so around half of this model was done by eye. I quickly became acquainted with Smoothing Groups and the TurboSmooth modifier, both of which proved invaluable for the final result.
Overall, this one took around 6-7 days to make.
Dalek
Polygons: 13,764
Vertices: 11,482
The bronze Autodesk Metallic material really brought this model to life, though I'm sure it could be improved (I've seen some scarily realistic Dalek models out there).
This took about 4-5 days to make.
Hippo
Polygons: 10,425
Vertices: 10,368
Most of my colleagues opted for a standalone sculpting package to make this one, but I decided to stick to 3ds Max to see if it could be done. I started with a low-poly mesh, with details like the nostrils, eyes, ears and toes fleshed out, and then TurboSmoothed the whole thing I so could use the Freeform modelling tools on it.
These tools weren't fantastic, but I managed to at least bring out a few features and add some roughness to the surface.
I was pleased with the mesh itself, but the textures leave a lot to be desired.
I couldn't be bothered to make a full-blown texture in Photoshop (and didn't really have time), so I tried to use noise maps for the colouring and roughness to make it vaguely realistic. Still, I don't really like the result, but organic texturing was never going to be my strong point anyway.
This took something like 3-4 days to make, overall.
So there you have it. I'm now pretty exhausted from modelling almost every day for several weeks, but at least I know how to use 3ds Max. Still prefer Maya, though...