I added this piece to the showcase because it's just cool. It's my first piece I felt complete freedom when designing, and I could do whatever came to mind. This piece is a capture of the first moment I got to feed my creativity in a long time. I also managed to learn a little about how edges and vectors work together, and how weird things can get when you barely change anything.
I added this piece because it felt like I was making real progress. It only took 5 minutes to make this model, and it was my first try. I think it turned out amazing for me even while rushing through it. The past few times I used the line tool, things just didn't want to work for me.
I added this one because it taught me the very basics of pro boolean techniques and lofting tools. Although this took time to complete and a few attempts, I managed to turn it into a decent style model. You can easily tell what you're looking at, compared to some of my previous creations.
I added the screwdriver because it was a very difficult model to create. We had to use splines and a loft tool. These were very complicated, and I still don't understand them completely. The sections also kept getting twisted and scaled improperly, and my attempts to fix them kept ending up unsuccessful. However, this model taught me a lot about splines and lofting.
Like the wine glass and screwdriver, I added this piece because of the use of line tools and my difficulty with them. It took forever to create this piece, but eventually it turned out great, and it almost looks real. This helped me grasp a greater understanding on how spline tools work.
For this first assignment, we had to learn how to apply materials and use the material editor tool. It was a pretty simple assignment, we made 5 objects and manipulated their color, bump and displacement maps, roughness, and metalness. All of these contributed differently to the final render, giving them different levels of texture and shine.
This assignment was more complicated and time consuming. You must assign all 4 sections on each side an ID, this ID corresponds to each uniquely designed material. Every section has its own roughness, transparency, displacement, bump, and color. In order to capture every section of the cube, I had to deal with lighting and a clean display setting as well.
This mech design started off as a moderate-level mech template. The process was long and had some setbacks. I modified my mech by adding a backpack, spreading the stance, and adding pipes and wires leading to the legs. I also gave it an antenna to give greater character to the model. The design required lots of tweaking and adjustments for the feet, head, and legs. I also used an unorthodox technique to add the wires connecting the legs and backpack, for this look I moved the edge points and stretched the polygons.
For this assignment, we needed to use our recently learned skill of UVW mapping. A UVW map is a map of where each side and section of a model lays corresponding to the material that's being applied. You must organize each section and map them out neatly without overlaps. For this model, I made the material topographic, showing the elevation of each side and poly. We needed to use Photoshop for this project as well, which is a whole other beast.
This was the final project for Quarter 2. We needed to use all our knowledge to unwrap the UVW map, design an appropriate material in Photoshop, apply it to match each segment of the UVW template, and light the scene. I made this tank a camouflaged tank in the desert night. I added treads to the bottom sides, providing a slightly more realistic feel to the overall tank. For the scene I added a map to make the sand look less basic.