Wednesday 9 October 2013

Week 1, Introduction to the software.

First tutorial consists of exploring the interface and the basics of creating and manipulating primitive objects. Including using the move, rotate and scale tools. After getting to grips with the basic object creation we are to create a basic ship steering wheel, paying attention to the auto grid options when creating primitives. I can see how this technique will be useful, as it allows one object to be created to attach itself and be created precisely on an face of an existing object. Allowing for much greater precision than creating it alone and then moving it into the desired position manually.


                               Cylinder created using auto grid on the face of existing cylinder. 



            Views of attempted ship steering wheel created using the techniques discussed in week 1. 





Exercise 2. Low Polygon House

Starting with one Box basic primitive and converting it to an editable poly, by connecting edges and  extruding polygons the house starts to take shape.

A key element of 3D modelling is keeping your poly count low. Using one object and manipulating its faces, edges and vertices instead of adding secondary objects to your primary object, helps keep your model as efficient as possible. While also keeping the lines and edges more uniform. 
  


When adding the windows i felt it was good practice to create them all in one instance, ie selecting and extruding all desired polygons at once, using the same desired measurements. Again this ensures a uniform and more realistic finish to this part of the model. 



Again when adding the "Georgian Bar" detail to the windows, creating and modifying all instances at once seemed best practice. 


Creating the edge pattern for the roof proved a little tricky at first. After i had got to grips with the behavior of the the connect function that proved essential manipulating the edges and vertices, i can now see how any pattern desired can be achieved with practice and of course some trial and error.   


Low poly house with roof complete

4 split view of finished house with door and chimney

Maximized "Realistic" view port of finished house 

If i was to try this exercise again i would try make the entire structure form the original basic shape. The chimney is another 3 primitives built on top of the original 'Main House' primitive, so the model is not as efficient as it could be as the extra objects in the scene contribute more polys than is really necessary. Maybe not such a big deal now as the model itself is low poly by nature, however when i move onto more complex and detailed models the poly count will become higher priority.   

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