Triple S project – Axe Texturing and 3D Model

Introduction

Last night I spent some time working on my triple S project. I made the decision to scrap my sword model and instead create a battle axe, as I thought my sword model didn’t do me my justice as it was simple, and I had some really good ideas (in my opinion) for creating a nice looking battle axe.

Process of creation

I started my process of creating this axe by compiling reference images of other axes into a mood board. I then took these reference images and used them to create my own design of an axe, which I then imported into maya as an image, to 3D model from. Once I had modelled my axe and added all my little details, I then imported the axe into Substance Painter to bring the axe to life. I started with finding the base colour of my axe, in this case I when with a steel material which I when roughed up and added more texture to by adding scratches. Finally, I decided to add a leather handle to the axe, but I chose to rough that up also, adding more character to the axe, implying that it is well used.

Overview

Overall, I am very pleased with how my axe has turned out, I feel like it is a big improvement over my sword model, although I do still like that model, however I personally think that this axe is fairly professional looking and a good demonstration of my 3D modelling and texturing abilities (baring in mind I only first used substance painter a few days ago). There will be a larger, more detailed post (including mood boards, drawings, more renders, etc) when I do my final submission for the triple S project.

Axe Render

Learning Substance Painter – “Meet Matt”

Today in Matt’s lesson we began learning Substance Painter, I have been wanting to learn this program for a while as I have heard how it is better than other methods for texturing 3D models, and it didn’t disappoint. Substance painter has many amazing features which help create some very visually appealing textures.

To help learn Substance Painter we were set the task of attempting the “Meet Matt” challenge, which is a competition which Substance Painter it’s self has held before. The objective is to texture a 3D model (Matt) and to create your own unique design. This was great for us learning how to use this software as it allowed us to just experiment with all kinds of tools, brushes. materials and more.

Personally, I have really enjoyed experimenting with this software and I can’t wait to use it on my 3D models (especially my sword and shield for the triple S project). In my opinion, I feel like my first attempt has turned out fairly well. Below is two renders of my very first time ever using Substance Painter. For next time I want to figure out how to create a reflective, shiny, glass visor.

LearningSubstancePainter.jpg

LearningSubstancePainter2

 

Beginning To UV Unwrap My Shield

In todays 3D modeling lesson I have finally began the long and repetitive process of UV unwrapping my shield, for my sword and shield project. This may be a long, boring process, however, it will definitely be worth it as it will allow for me to get a very clean looking UV, which will allow me to get a more professional finish on my shield, more easily as the faces are nicely sowed together.

Shield UV unwrap

The above image clearly shows how my UV unwrapping is currently coming along. I have had some issues when UV unwrapping and my unwrap still isn’t quite done, however, I personally think that it is coming along nicely (as it looks fairly neat to me). My hopes are that the shield turns out as good as I imagine in my head.

Overall, I am very happy with how my shield model has turned out. I can’t wait to finish off the UV unwrap for my shield and to get texturing it in substance painter. I also want to retexture my sword in substance painter as I want to try and get the best possible final result from this project. My plan is to try and create two professional looking final pieces which can be featured in my portfolio to show off my 3D modeling abilities.

Shield Outline Shape (3D Modelling)

Shield shape

In todays 3D modelling class I spent time to get the rough outline of the shield I will be later modelling. The shape of the shield is only rough and will be altered over time (as my model develops more). I am happy with how my model has turned out as it was my first time ever using the quad draw tool and I personally feel that my shield has turned out quite a nice shape.

I see potential for this shield and I am eager to continue modelling it so that I can get it to the stage where I can begin sculpting it in “Mud box” and texturing it in “Substance Painter”. My hope is that this project is going to help me develop my skills with not only “Maya” but also these two programs as well. I feel that by doing so, I will be preparing myself more for the industry as I will have a greater knowledge of the potential software I could be using.

Triple “S” Project – Sword Final Renders

Render Setup

To improve the quality of the renders of my sword, for this project, I have used a three-point light system with multiples cameras and an infinite “off-white” background for the best quality renders with good shading and multiple angles to render from. In the three-point light system I used a slightly blue tinted light for the back light (adding to the fantasy appeal by giving more “magic” to the sword).

Sword Render Setup

 

Final Renders

Positives: I am overall happy with how my 3D model has turned out. I feel like I have achieved a very nice looking final model which I personally think could be used in a game someday. The renders have also turned out much better than the previous ones, and I feel like these renders to my sword a bit more justice.

Negatives: Unfortunately, the renders still aren’t the best quality but I am still working on improving my camera and lighting skills to therefore resultantly improve my rendering ability, to do my 3D models their justice and to make my work look more professional for my portfolio and blog.

 

Sword Final renders

 

“Triple S” Project Update (Sword Renders)

I have spent a little bit more time today working on the “Triple S” project. I have began finished off the design of the sword and began texturing it. The handle is textured with a dark wood whereas the blade and hilt are textured with a nice, shiny chrome. Finally, I have added a orb of energy floating at the bottom of the sword to add that little bit of character to the model. I also feel that it helps the sword fit into the fantasy genre which I am aiming for.

Unfortunately the renders below haven’t turned out great and I personally don’t think that they do the model its justice. I definitely think that I need to improve my rendering skills so that I can nicely display more work in a professional way.

On the bright side, I feel that I am making good progress with this project and I am looking forward to beginning the shield model. I already have some ideas in mind, which I can’t wait to begin to experiment with. I will hopefully get better renders of my sword soon as well as a blog post on the beginning of my shield.

Finally, my sword is only temporarily textured in this way, I do plan on learning to use substance painter to texture my sword and shield to a higher standard, and to hopefully get a more professional and  clean look to them. My ultimate goal is to make two professional looking models (sword and shield) which can be displayed on my blog (and other social media), in my portfolio, and potentially used in a game at some point.

sword 1sword 2

Sword Update (First time trying Mud Box)

During my 3D modelling class today I spent time improving my sword for the “Sword and Shield” project. During this process I firstly started with Maya, then imported the sword into Mud Box to experiment with it and to see what result I could end up with. Below is the before and after of the sword. I quite like both of the sword models and I am happy with the progress I have made in this short lesson.

I haven’t decided that either of these swords will be my final sword as I still want to experiment with them, to see what result I can end up with. I also need to decide how I intend in texturing them. I want to try and make a unique looking sword and shield to stand out from the rest, therefore I am putting a lot of effort into making the best quality products I can.

Overall, I am happy with how these swords are looking and I am happy with the progress I made learning Mud Box. I am looking forward to learning more skills in Mud Box to develop my models further.

Before:

Sword before mudbox

After:

sword update

Sword handle (Shield and Weapon Project) first attempt…

Sword Handle Render 1Yesterday I began creating the handle of my sword for my sword and shield project. Above is the working progress for the sword handle. I personally like how it is getting on so far. Above is only the rough shape of how the handle will finally look. I like this process as it allows me to get multiple attempts of making the final product. I believe by roughing out multiple handles it allows me to combine ideas and to result in getting the best possible final product. So far I am enjoying this project and I can’t wait to get my final products finished to a high standard so I can hopefully get a good looking final piece for my portfolio.

 

 

 

 

Weapon / shields project research

weapons research.pngShields reference.png

A new project that has been set is to create a shield and weapon. I have decided I’m going to go with a fantasy theme for my project so I have gathered some research of different weapons and shields, above, so that I have plenty reference to take inspiration from when creating my models. I will likely now take these pictures and use them to create my own reference which I will finally use to create my 3D models.

I really like the idea of this project and I am really looking forward to seeing what result I end up with. I particularly enjoy playing games which include models like this, such as; Dark souls, Skyrim, God of War, etc. Therefore, I hope that I can create effective looking models which will hopefully be to the par of others. My next steps are going to be to try and draw up some designs for the weapon and shield.

Back to work… Shoe box Models textured.

Moving into 2018 I know for certain that my skills across all aspects of the course have improved since joining Sunderland College. Therefore, I plan on redoing the room project set by James at the beginning of the course. I feel like setting this as an individual project for me to work on in my spare time will not improve my skills in modelling and texturing but will also hopefully result in me having a good quality piece of work for my portfolio.

Fashion (streetwear in general) has had a great impact on my life for a long time now and it is clear from the sheer size of my clothes and shoe collection. Therefore, I am beginning by modelling the cube shelves in my room which house my rarest and most expensive shoes/trainers. I am going to be working for reference to attempt to make this model look as realistic as possible. In the photo I have included shoes are also visible but I won’t be attempting to model them as they are very complex and I don’t feel like I am currently skilled enough to model them to a realistic standard but I will get there one day.

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Above is my main go to shoes, on my sneaker shelf. This is the model I am going to start my independent project with. As I am just coming out of a break, due to the Christmas holidays, I am easing myself back into work by starting with the Yeezy box (located top right). Below is my render of the Adidas Yeezy 350 Moonrock box.

yeezy box

I am happy with how my Yeezy box model turned out, I feel like it turned out how I planned and it does look fairly realistic. I am looking forward to modelling the rest of my shoe storage and then moving onto modelling the rest of my room. I got good feedback on my last room but when I made it I never really knew how to render or texture very well, so this time around I hope that my improved skills will help me make a good looking project resulting in a nice piece for my portfolio.