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3D Modelling
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3D Modelling

Becca Stobbs-Skinner
by beccastobbsskinner on 13 Feb 2022

This project is a record of my progress in 3D modelling, including practice work and a more in-depth fantasy asset project.

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In preperation for receiving an unknown 3D modelling brief in my college class, I created a few experimental models in Blender to practice various skills I could need for my project. This involved learning ways to create different types of textures, different starting points and methods for modelling (plane modelling, box modelling, sculpting) and making assets look realistic or abstract. These are a few I came up with:

My class was given a brief to create a set of assets for a fantasy game. For my first asset, I chose to create a bow. The following shows a mindmap I created to explore some creative options, some images from the internet which inspired me, and initial sketches of my bow.

To begin creating my bow, I began with a basic cube shape in Blender, which I extruded and edited into a longer shape, creating the foundation of the bow. I then edited the shape of the handle to make it more curved and comfortable. To make my model more unique, I added the spiral shapes around the limbs of the bow, and then marked the seams to prepare the model for adding textures. All of the modelling and texturing was done using a mirror modifier to keep everything symmetrical (excluding the spirals).

I started with texture painting blue and navy base colours, shading the outer edges darker, and adding a lighter purple to the flatter areas to accentuate the curved shape. To make the edges of the bow look sharper, I used tiny brush strokes of white to go along the edges and corners of the most pronounced areas. I then sourced a scale texture to use as a stencil as to add detail to the texture and widen the colour range - I felt that this added to the fantasy feel of the bow. All that was left was to texture the rest of the bow. Using the various options in Blender's shading tab, I created a blue, frosted glass handle, as I felt it needed a part which looked more delicate, but still sturdy. In addition, I wanted to have a broader range of details, so I decided to create another face going down each side of the bow, which would emit a blue glow as pictured in my sketches. The same emission texture was used with a lower wattage to colour the bowstring. Lastly, I added a shiny gunmetal texture to the spirals. 

These are the final rendered images in Blender using both of their rendering engines. The images from cycles look much more intricate, and make the texture very visible which I like, however the image from the Eevie engine show the glow much better, and I think it looks more accurate to what the bow would look like in an actual fantasy game. To improve this model, I would add much more texture detail to the spikes and possibly make them a more vibrant colour, as I think they look slightly washed out when in front view, due to them being a very similar colour as the bow.

In addition to the bow, I also chose to model a shield and a treasure chest to show a broader range of techniques in my work.

If I could change this model, I would try to make the edges round with less harsh points, and would add more small inset faces with blue emission to add some more detail to the model. I like my design because I think it would work well in a fantasy game, as needed for the brief, however I would like there to be more intricate details to complete this.

In my treasure chest model, I like the wood texture as it looks quite realistic, yet still suitable for a fantasy game. I also like the imperfect centre piece as the light reflects through it in a unique way. To improve this model, I would change the metal texture and size, as I feel it looks too bulky, and does not go with the hand-painted wood texture - it looks too industrial and I feel that it should be a more aged material. I would also give this chest hinges so that it could open.


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