Topology / Re-topology

Topology

The best way to think about topology, in 3D modelling, is to think about the 3D topology as being the wireframe of an object. The wireframe, is also referred to as the ‘mesh’ in 3D modelling software, and is made up of hundreds of thousands of simple geometric shapes. The term “topology” refers to the geometric surface characteristics of the mesh. Each geometric surface on the mesh is a “face”. The wireframe is the foundation of 3D modelling, which allows for the three-dimensional, digital animation to be created.

Re-topology

Re-topology, in simple terms, is the process of fixing a model with bad topology and producing the same model with better topology. Better topology allows for the model to not only be unwrapped easier, but also overall easier to work with when modelling or animating.

Scuplting / 3D Modeling in MudBox

Today I have spent some time practicing my Mudbox skills. This is a fairly new software for me so alot of today was spent learning how to use the software and what I can do with it. I first started with a log and began adding detail to it, however, I ultimately ended up beginning a human head. I have provided a work in progress of the head from within mudbox below. I plan on further developing this sculpt to hopefully make a full formed 3D model head. For now though, this project will be on the back burners while I work on my Imagine World project and 3D model project, as well as my emerging tech essay.

mud box.PNG

Personally, I have found the sculpting fairly difficult but I am gradually learning how it use the software. Like anything, Mudbox is a tool, and an idividual needs to learn how to use the tool skillfully to produce high quality work.

High to low poly work flow

What is high to low poly work flow?

A high poly to low poly work flow is a process used to allow for more complex models to be more optomised for game engines. The process is done by 3D modeling a high poly and low poly model of the same object: the high poly model containing more detail, and the low poly model is the more simple version. The high poly 3D model is then baked onto the low poly model. This then makes the resulting model have a low poly count with the detail of a high poly model. This work flow can’t be used to add new objects to the assets but can be used to add alot of surface detail. One example of this is a how detail can be added to a character by firsly 3D modeling a low poly character and then baking on the higher poly character with the extra detail such as; clothing creases and scratches.

3D Modeling work flow:

  • Research.
  • Initial sketches/ gather accurate reference images.
  • Final concept sketches.
  • High to low poly baking plan (annotations).
  • Low poly model.
  • High poly model.
  • Low poly UV unwrapped.
  • Bake.
  • Texturing.
  • Render.
  • Present/prepare for portfolio.

What have I done this lesson?

This lesson I have practiced the high to low poly work flow by 3D modelling a simple cube in maya (low poly) and then modeling a more detailed model of it (high poly) and baking the high poly model onto the low poly model in substance painter. Below is a rendering of my result.

cube.jpg

Stylized Sword – RPG Game

As I have previously stated I am currently working on an RPG fantasy game with my peers, and I am working on 3D modelling for this project. Specifically, weaponry and accessories (at least at the moment). Below is a stylized sword I have created for the lower levels of the game, hence the simple look the sword has. The Arabic writing engraved into the sword actually remotely translates to “Noob” (meaning newbie/new player). This adds a subtle hint that the player needs to play the game more, and level up more to get better gear.

Overall, I am very happy with how the sword turned out, I achieved the look I set out to achieve (simple stylized sword). I kept the sword quite basic, and not very extravagant to imply the swords lower level. As well as this I used emissive maps to make the writing glow, helping it fit in the fantasy style of the game.

Sword 2 Display (NEW).png

Low Poly Stylized Sword 3D model

I spent today developing the sword 3D model I created last week. This 3D model was created for an RPG style game which myself and my friends are working together to make. Mainly, I am personally working on developing weaponry for the game, so plenty weapon based 3D models are to be expended on my blog over the following few weeks.

For this sword I wanted to make it match the mystical theme of the game, so I decided to use emissive maps to make the blue areas of the sword glow, creating a sense of unknowing and magic about the weapon.

Overall, I am very happy with how the sword turned out as I feel like it will perfectly fit the feel of the game. I am really looking forward to further developing this game and getting my weapons it in. As well as this, I am really looking forward to showing off the game on my blog.

The only change I would make to my sword (if I was to do it again) would be to change the handle and make it more complex.

sword display

Low Poly World – Final Submission

This blog post is the final submission for the Low Poly World group project set by Ben for my 3D modelling class. For this project I worked with Josh Moulding and we collaborated to create the low poly world below. For this project we were limited to 500 tris per object, excluding the vehicles and main island which we were limited to 1000 tris for. We were able to fairly easily stay within these requirements, therefore creating a low poly island which meets the requirements of the task.

For this project I 3D modelled and textured; the main island, fences, trees, logs, camp fire, mountains, tires, barrels, rocks and digger. As well as texturing the race track which Josh 3D modelled. Below I have included renders of the low poly world and my low poly digger. The blog post going into detail about my digger can also be found here.

Low Poly World display.png

Digger Display Page

Overall, I am very pleased with how the project turned out, I personally feel like I have produced some high quality work and also worked well as a team. We were fairly well organised and efficient when it came to creating this island. I actually enjoyed this project so much, and still have some time left before portfolios, I am debating creating my own solo, low poly island, a completely different style. If I decide to do this I will be sure to blog about it/

Modified F1 Car (Carrot Car)

For a team project, myself and my peers have created a low poly racing game. For this project I was tasked with creating a vehicle, in which my character (a rabbit) could sit. I set out with the goal of creating something unique, as the theme of the game is “random racers”. I ultimately decided that I wanted the vehicle to look like  /  be themed around a carrot, as rabbits love carrots.

Once I had my texturing idea, I had to decide what the actual vehicle model would look like. For this I decided to create a modified F1 car. By removing the wheels and adding hover engines, it allowed me to create a more futuristic looking racing car. Once I had 3D modelled the F1 car in Maya (coming in at around 3.5k tris), I then moved the model over into Substance Painter where I began making the car look like a carrot. The renders below fully show how I was able to do this.

f1 car display.png

Overall, I am very happy with how my F1 car turned out. I feel like I achieved what I set out to do; I created a unique vehicle design which suits the character which will be driving it. The only change I would make would be adding custom made sponsorships to the F1 car to make it seem more like an F1 car. However, I never did this so it better suits the game it is required for.

Low Poly World – Digger 3D Model (Low Poly)

For the low poly world project we had to 3D model a vehicle of some sorts to go in the scene. For this I decided I was going to be different and create a low poly digger. The vehicle had to be 1000 tris or less and my digger turned out to be exactly 1000 tris.

I used Auto-Desk Maya to 3D model the digger, and then substance painter to texture it, once I had UV unwrapped it in Maya. I personally enjoyed creating the vehicle a lot as I enjoyed creating something which may be unusually for someone to create for this project. I feel like the out come of my 3D model was fairly successful. I was able to achieve a low poly digger, with a simple UV shell, which is still easily distinguishable as a digger.

If I was to have a slightly higher tri limit, I would like to add more detail to the tracks, but I did my best with the limitation that I had. Overall, I am happy with the out come and I feel like it will fit in well with my low poly world. Below are the final renders of my 3D model.

Digger Display Page.png

Axe 3D Model

In order to bulk out my portfolio a bit more, I have decided to 3D model another battle axe, as I love 3D modelling and I really want my 3D modelling skills to show through in my portfolio. For this axe I was able to get a 2 Day turn around, as I put a lot of work into it, both 3D modelling / texturing it.

In this post I have included my final renders of the axe 3D model, including the UV maps and beauty renders. As well as this I have displayed the software used and the tri count of the model. I set out to make a professional looking 3D model (professionally model/textured/displayed) to make my portfolio look the best it possibly can. I personally think that I have done a fair job of achieving this.

Battle Axe Display.png

Modular Building Project

Near the beginning of the course we began a modular building project. Unfortunately, due to certain circumstances we never finished this project because are work plan changed. However, I did like the idea of creating a modular building so I decided to redo this project and create a urban/city style building out of modular pieces which I have 3D modelled in Autodesk Maya.

Below is my final renders of the building. I have aimed to make the building look as realistic as possible but also low poly to be used in games. To achieve this I have modelled with very little tris, but used very good quality textures to make the 3D model come alive. I have included three renders in this post; a beauty render of the final product (when the modular pieces are combined), a wire frame of the entire, combined model, and the main modular pieces used.

The entire building (with all four sides, roof, etc.) comes to just over 10,000 tris. This may seem a lot, but it is a four story building. If this was required to created a small city scene you would be able to get more variety by the way you arrange the pieces in the scene. Below, is only one example of how these pieces can form a building.

modular building display.png