3D Modeling & Animation
2025-26
2025-26
Anchorblade Scene -- 10/1/25
Anchorblade Scene with arches in the background
This was by far, if not the most, the hardest model I've ever made, from the arches to the actual anchorblade itself. It really did test my skills in 3D Modeling so far, to the point where I even had to learn a few new modifiers as well! What inspired me to make this was my love of minceraft modding and in one of these mods, there's an anchor as a weapon and I just knew I had to model it in. Despite it being from a block game, I had to learn how to give more of a curve to it, more detail. The anchorblade ending up giving me a lot of trouble, more specifically the actual blade portion of it. The shape of the blade itself ended up being more complex than I originally thought and what was also hard, was trying to give a sharpened kind of edge where the two sides of the blade meet. That's where I ended up learning about the welding modifier which really came in clutch at the end. And I most certainly can't forget about the arches either! They were a whole other level of difficulty on their own. I had used the bevel modifier for it, but it was in a way I was not use to, and I ended up have to be very precise with how I was using it in order to get the ridges in the arches to look right.
Field Scene -- 9/22/25
Field scene with a pond in the middle
This is definitely my favorite model, aesthetics wise. I love the idea of a pond being surrounded by plants, mushrooms, and rocks, giving a love nature-Esque vibe. It really does reflect a lot of my own personal style when it comes to art. I've always been a fan of drawing mushrooms, especially with how unique they look in nature, and I feel this model reflects that. You've got the big and tall ones, the thin and tall ones, short and fat, and just short both length and width wise. I also wanted them to be more identifiable in the image compared to the rocks, so I gave them different shades of red which ended up working really well in the final project. I also liked customizing the flowers too, changing how far they drooped using the new modifiers I was learning whilst making this, as well as how tall or short they were and the colors of the petals of course. Overall, I really enjoyed making this and seeing the final project, it turned out very beautiful and I thoroughly love it.
Screwdriver -- 9/15/25
Screwdriver
This was a fun one to make, especially since I learned a very useful tool, the loft modifier. Loft allows me to take a 2d drawing, like a circle, and make it 3d by putting it onto a line that is drawn, which ended up being the main focus of this model. I challenge I did have during it was figuring out the right proportions, as with the loft modifier, you can make segments of a line different shapes for a certain amount that you decide. However, I had to do a lot of different retries for the model as I admittedly kept over or under assuming how much space of the line was needed, and even one time just making the line too short. Compared to the anchorblade scene above, where that model was time consuming in making the different many detailed aspects of it, this one was time consuming as I kept messing up the proportions in the loft modifier. In the end however, it turned out how I wanted to and I'm happy that I not only managed to get the end product, but I also successfully learned the loft modifier.
Textured Tank -- 11/12/25
Tank with custom made materials
This was my first time experimenting with materials and making my own for a model. Something I ended up learning from this model was the importance of the UVW editor and how it can help make materials look less warped on a model. When I had initially added the material to the model, the shapes looked all wrong, having been stretched or increased in size to the point where the colors blended together. However, after shifting the model around in the UVW editor, the materials no longer had a warped affect! Now, in future models such as The Machine, or the wood on my table and floors in the PBM, none of the materials I make and add to them will no longer looked stretched out or not fitting to the model itself.
It's Alive! (Dr. Frankenstone and Frankenstone's Monster) -- 19/12/25
The Monster about to throw Dr. Frankenstone
This one was by far the most difficult project for me besides my PBM. One of the big difficulties I had with it, was rigging it properly. Figuring out how to make it so that the weights were balanced and the bones of the rig wouldn't be affecting any other portions of the model was highly difficult. However, I managed to persevere and figure out a way around this obstacle (through a rather simple solve that I had somehow missed). In the end, I managed to make the rigging work and the model move more fluidly with as minimal warping as possible. Now with the knowledge of rigging I have gained from it, I can make more dynamic poses with models a lot easier.
Furnace (PBM Artifact 2: Scene Assets) -- 1/7/26
A lit furnace
This was my favorite model that I made this quarter (and honestly the whole semester). For the PBM, I needed a furnace and I had decided to model it out and I'm very pleased with how it turned out. A more complex looking object like a furnace might be hard at first glance, but since I wanted a more cartoonish/fictional look for it, it turned out a lot easier than I had thought. Besides the model, I also really wanted to have it lit, to show it having a fire lit already and glowing. The contrast between the dark metallic texture I had made for it and the warm glow of the presumed fire, it creates a warm, cozy feeling for the model. I feel the model in of itself represents my lighting and modeling design to it's fullest, especially since the field I work best in is lighting. Overall, I'm very happy with this model and how it came out.