Posts

Final scene

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  Here is the final scene for this project. Even though it isn't complete, as I wasn't able to do the matte painting for the outside, I'm still pretty pleased with the result. Modelling always seemed quite daunting and complicated to me, so to be able to model some of the objects in this scene (especially the elephant heads) was quite an achievement for me.

Texturing

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 Here are the finished models with their textures that I completed yesterday and in the morning today. These are all of the objects that will populate my scene and make it feel alive. When texturing, I tried to bear in mind that a lot of these objects would be far away from the camera, so I tried to ensure that they would look right from a distance and no getting too much into detail that wouldn't be seen. This shows off the textures of the walls, pillars and floor. I decided that I would go slighty more stylised with my texturing, as I knew that I wasn't quite skilled enough to make something more realistic that would look good in the scene.

UV mapping

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Today I was focused on mapping out the UVs for all my objects. I had a lot of issues with the UVs, at first, I just couldn't understand them.So, I had to go back and re-watch some of the tutorial videos from toolkit and even look up some videos on youtube to try to get a better understanding of them. In the end, I was able to get the hang on laying them out so they look good, but it was quite the process to get to that point.

Modelling - Blanket stack

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 Here is one of the final objects that needed to be modelled for my scene - the stacks of blankets. This one involved a lot of mirroring - I first created half of the bottom fold, mirrored that to get it looking symmetrical, and then mirrored again along the y axis so that the two folds looked right.

Modelling - candles

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 A large chunk of today was spent modelling the candles. The process was relatively simple, but took a long time to just looking just right. This is the first variation of the candles, which has only just started to melt. This was the simplest of the candles to create, only invovling a couple of extra edge loops and pulling the vertexes at the top to create the shape. For the second variaton of the candles, I wanted it to look like they had been burning for a couple hours. For this, I created extra geometry around the top which I then pushed and pulled into place to create the effect of the wax dripping down the sides as it's melting.  The final variation of the candle took the most time, which was mainly due to making silly mistakes, such as not making sure I had the right faces selected when extruding. I also started out by making a bowl-like shape from a cylinder. At first, I tried cutting into the geometry when  realised I could just push and pull the faces, vertices ...

Modelling - Wicker basket

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  I found the modelling for the wicker baskets suprisingly difficult to get to look right. The main body of it was quite simple, but the rims at the top and bottom were quite a struggle. At first I tried to extrude faces from the body of the wicker basket, but that created a gap on the inside that it wouldn't let me fill. Next I tried creating a rectangle, putting in edge loops and deleting the middle face to create the shape. This would have been alright, but I couldn't figure out how to get it to be the right desired thickness whilst still being even. So, next I tried something admittedly a little out there; I created a torus, got it down to a diamond shape, then rotated it to be square with the basket. This worked really well as I was able to get the right shape I wanted for the rims that looked right on the body of the basket.

Modelling - Wheat / Grass sheaths

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 The model for the sheaths of wheat/grass were by far the easiest model to do, as it only involved changing the shape of a cylinder and a torus. I decided that it would be quicker to just texture the wheat rather than make the individual pieces of wheat to make the sheath more detailed.