3D Modelling

3D Modelling

Unit 69 (Criteria 1.1, 1.2, 2.1,2.2,2.3,3.1,3.2)

The Project: For our 3D Modelling unit we would be creating models for a game. Our setting would be an American 1950’s style gas station. The idea of the game is to find all the missing pieces of a crashed rocket in order to repair it. The game is designed for a young target audience of around 5 years old.

For the first week of our 3D Modelling unit we attempted to make a simple table in Blender just to get ourselves used to the software.

We began with a cube and through cutting, scaling and extruding we got a basic table design that we added a wood texture to so it looked realistic. From here we tried to model something that could be used for our project. Again starting with a standard cube, we attempted to create an old style gas canister similar to the ones you would associate with 1950’s America. Similar to the picture below.


Using the basic skills we learned from the first week, we extruded the basic cube shape to make a rectangular shape that would be the starting point for us to shape our gas can. We then added a slight lip around the top of the gas can (pictured below), a handle and a screw top that gave us a good looking realistic shape for our gas can. The next step was to add a texture to the can, we searched online to find a suitable texture that we could wrap around the gas can to make it look real. We wanted a dark red, rusted looking texture that would make the can look used and aged. Although we didn’t manage to finish the texture process, we did finish with a model I was pleased with.


Week 3

On our third week of this project we were told to make a wine bottle and wine glass. The win bottle was quite easy to make because we were given a picture to base our model on. We used the picture as a background and used a line tool to draw around half of the bottle and then we mirrored this shape to create a full model. After adding a few curves and modifiers a dark green, glass like texture and label the wine bottle looked very realistic. After the bottle was complete, we began to make the wine glass to accompany it. Pictured below is the finished wine glass, I was very pleased with the wine glass because I think the glass texture looks very realistic.



The following week we were put in to small groups of 3-4 and given tasks to complete. I was put in to a group with Frankie, Ed, Sam and Emily and we would be responsible for creating the exterior and interior of the shop. The setting we have in mind is something similar to the pictures shown below.


Week 5:

This week’s lesson began with a group meeting in the morning, however only  I and Frankie were present because the other members of the group were either late or away. We had the meeting to discuss the roles we would play over the coming weeks. My group was in charge of building the shop location so we searched through and saved some images like the ones shown above, this was to ensure we were all on the same page and working towards the same end product. We drew up a list of items that we wanted to make and split up in to groups of two to get started straight away.

Myself and Frankie will be trying to make the following items:

The Bar/Counter, Bar Stools, Ceiling Fan, Bubblegum Machine, Fridge/Vending Machine and a few more small items.

Ed will be trying to make:

A Cash Register, Receipts Spike, Seating Booths, Bar Condiments, Coca Cola glasses/Bottles and Wall Art/Posters.

Sam and Emily will be making:

Check  Floor, Table Menu’s and Wall Art.

After this was decided, we told Ed and Sam the plan and we each got on with our individual projects straight away, Ed made a great start on the cash register and me and Frankie started to design the bar. However, we didn’t make much progress because we didn’t have a Mac available with the BSC students needing 3of the 8 available.

The pictures below show Ed’s progress on making the cash register and the very beginning of our Bar:


Week 6:

This week we only had the morning to work on our projects because we had to go to the cinema for showing of student’s work in the afternoon.

Myself and Frankie spent some time in the morning looking at trying to finish the bar design that we started the week before. But after playing around with the design for a while, we felt there wasn’t much more we could do until the texturing stage so we left that for another time and started on a new model. We read through the list of models that we created at the start of the project and looked for something a little more complex and decided on the bubblegum machine. We searched online for some images that we felt would suit the 19560’s style we were going for and decided on a rough model template. Something similar to the picture shown below.

After a few hours of playing around, we ended up with a basic shape for our bubble gum machine (pictured above) that I was very pleased with. Tony helped us make the whole shape out of one cube instead of joining together multiple cubes, this is much better for keeping our polygon count down to a minimum.

Week 7:

This week we opened up Blender to find that all of our previous work has been deleted. So we were now without the bar, wine glass, wine bottle and bubble gum machine. We would have to start all over again but we decided to press on with trying to make the bubble gum machine as this was the freshest thing in our memory. By the end of the day we had made some progress with the bubblegum machine but we changed the design slightly from the original (pictured below).


To be honest, I prefer the design of the first machine we made, but the second design was easier and quicker to make and it’s probably a bit more realistic for the 1950’s.

Week 8:

This week we wanted to get started on a few more designs so we looked at the lists that we drew up at the beginning of the project and, as a group, we chose some new designs to try and get on with. Sam and Emily were not in so myself, Frankie, Ed and Dan decided to try and get some basic designs started for the bar, bar stools and a table. Ed and Dan wanted to apply some finishing touches to the cash register they had started  few weeks before, so as they worked on that, I got started on a basic bar and Frankie got started on trying to make a table. We both got a basic design sorted in decent time so in the afternoon we got started on making a bar stool. Pictured below are all the designs we managed to at least get started. I’m happy with the progress we all made and I think the models will be improved a lot when it comes to the textures. Our designs rely a lot on the texture because we’re going for a 50’s style chrome effect with a lot of our models.

Ed and Dan made great progress on the cash register which is just about finished. Myself and Frankie just need to add some textures to our models and maybe make a few subtle changes to tweak the designs but overall I’m quite happy with what we achieved this week.

1st May:

Now we’ve all made at least one model, our lessons are with Jon to look at the texture process that will make our models look realistic.

This week our aims were to:

Explore procedural Nodal texturing or ‘Shader’ building, build a ‘Shader’ using Nodes and to render and light a model using Cycles render engine.

The process to build a Shader:

1) Colour – ‘Diffuse’ – The base colour that we attach to the model.

2) Detail – ‘Bump/Displacement’ – Giving the model texture (bumps, dents etc).

3)Reflectance – ‘Specular/Gloss’ Giving the model a realistic reflective surface.

Nodal texturing is similar to the process we use in other programmes like Photoshop and After Effects, but these programs use layering, meaning we put things on top of each other to create the image we want. So instead of layering effects and colours on to a picture or model, Nodal allows us to put things in to each other.

To get used to the Nodal way of working, we used a standard mesh model (monkey) in Blender and textured it. Pictured below are screen grabs of the model and the Nodal workflow.

We gave the model a rusted metallic look by finding images online and attaching them to the model. Through the Nodal workflow we were able to add a realistic, rustic look, coupled with a reflective surface that made the model seem almost palpable. By the end of the day I felt comfortable using a Nodal workflow and felt much more comfortable with the terminology associated with this way of texturing.

The following week we applied the nodal texture process to our chosen models and we chose to texture the bar stool model that we made a few weeks before. The first thing we did was look online to find similar textures for our models. So the fist thing for us to find was a red leather texture and then make it seamless using GIMP. After we found the red leather texture, we looked for a bright, silvery looking metal-like texture that we could alter to make look chrome for the metal section of the bar stool. We found the textures and then followed the same process that we applied to last week’s model. Pictured below is our labelled nodal texture set-up with three different sections, Diffuse, Gloss and Bump. Also pictured is our model with the red lather texture applied and the final, completed model with a real background.

I’m very pleased with how the texturing process went and how our final model looks. Chrome was a difficult texture to create because it’s such a  reflective surface but I think the bar stool looks realistic and would fit in well with what we were trying to create.

Our final week is focusing on how to ‘bake out’ our competed models for game play. This was simply a process of separating our models in to the different sections and baking out each aspects individually. Tony showed us how to bake out our models by demonstrating on a basic cube with extruded edges so we would be ale to see the shadows etc. Below are some screen grabs of the baking out process. This process was quick and easy once we knew what we were doing, it was just a case of memorizing the process. Once we had gone through this process a few times using basic models, the theory is the same for all our models.