Showing posts with label fa2016. Show all posts
Showing posts with label fa2016. Show all posts

Monday, September 12, 2016

Draven Ashorn-Hejl: Week 2 Duck


Concept: Whenever I think of a duck, thanks to reading the webcomic El Goonish Shive I generally end up thinking of those hilarious little demon-themed rubber duck toys. Since I am ridiculously new to modeling, a simple toy seemed like an attainable goal, so I went for that.


Modeling Techniques: Since I don't know much about 3D modeling, I mostly followed the tutorial. I used multiple spheres and then deformed them to create the body, head, bill, and eyes of the duck itself. To keep from exactly copying the tutorial, I focused a bit more on trying to make spread wings on the duck. I also added horns for the signature touch of the demonic duck idea.


Materials: For the materials, I simply used the Rubber material for all of the pieces due to my goal being to replicate a toy rubber duck, and recolored the material for each individual part to create the look and coloring I was going for.

Draven Ashorn-Hejl: Week 1 Castle



Concept: This is the first time I'd ever used a 3D modeling program before, so I wanted to keep things nice and simple. In many videogames that use sprites, a castle is depicted as a wall with a single keep inside of it, so that tends to be how I think of them. It is this simple idea that I went with to recreate in 3D.


Modeling Techniques: As this was the first thing I'd ever made with 3D modeling I kept things extremely basic, using only basic cubes, cones, and a cylinder to make my castle, using specific number coordinates to place each piece to keep it from becoming a mess. To keep it from being too boring, I used Boolean Difference to cut a gate into the outer wall and hollowed out the central keep to create a 2-story inside, and I also added windows to it so you can see inside.



Materials: For my castle's render I went with an Obsidian texture to give it a dark sheen, enforced by me removing the marbling by customizing the texture to be just the pure black. I also used a glass texture for the central keep's windows so that they could keep their function of letting you look inside the keep.

Sunday, September 11, 2016

Michael Crow: Week 2 Ducky







Concept: I really liked the idea of a basic rubbery ducky sold to rich upper crust children. one where kids could have a ducky dressed in a tux, but of course that means that he cant be a bath toy, so extrapolating that he couldn't be a bath toy anymore so I changed his material to a harder plastic for everyday play.

Modeling Techniques: Following the tutorial i continued using "Project" to create curves on my duck to make the layers of clothing and the layers for the hat and the cane. The monocle comes form basic shapes. and the duck tails i used for the overcoat came from subtracting a square form the body of the duck. Due to this I was unable to have all closed edges, but that wasn't a requirement for this project, so oh well.


Materials Used in Concept: I wanted to stick as close to the original duck idea as possible so i stuck with rubber and plastics, making it a harder plastic since it would be a small child's toy. I wanted it to last a long time. the colors mimic that of a Tux mixed with the colors of a rubber ducky. The monocle is made of glass and gold. Making the duck a much more expensive toy and fulfilling its purpose as a toy for the rich elites.

Monday, September 5, 2016

Michael "Griff" Crow: Week 1 Castle




   


Concept
    My main idea was to work with a castle design that was unusual in my searching I found a rather unique Castle. which formed the basis of my idea. Though the circular symbolism of the castle made me feel like it was more of a holy site than that of war, so I opened the entrance and added an alter \ temple in the center to make it more of a place of worship than a true castle for defense.

Modeling Techniques
    In this model I used three main technique s. The first and most important technique that I used was Boolean Difference. This allowed me to make complex shapes that were still capped on all sides, such as the wall and the fortifications. The second major technique was ArrayPolar. This allowed me to create spires, pillars, and even subtraction wheels) used with the first technique to give the whole caste a uniform feel and that perfectly circular dimensions I was looking for. Finally I used several curves and the Two Rail Sweep tool which allowed me to make the perfect arches between each set of pillars at my entrance. along side the advanced tools I mainly used my Gumball and snap tools to create the rest.

Materials
    I wanted this castle to have a real castle feel to it, but the more I played with the stones and the like the more I disliked any of the presets. I ended up making my own variations on marble due to the unique beauty of the "veins" in the marble, which gave my altar \ temple more of a mystical feel. the rest is made from stones and precious metals to reinforce the significance of the site and draw your attention inwards through the main gate and into the altar itself. The dark Green stone is used to accent the white and black and offset the blue in the marble, once again pulling the piece together for a cohesive feel without distracting from the more important materials.