My work as a 3D Modeler is inspired by games.I strive to make models that could be applied to a game of sorts. My style of modeling can be considered to be simple. I make models usually based on something.
During This artifact, i had used extrude and bevel to get the model in the form that it is in. The only real problem i came across was that i put on the textures too early on. Not including the background, this artifact was made of 5 polys. This is just a very simple model that needed to be created as per artifact one's requirements.
During This artifact, i simply just textured the model with different textures. I used editable poly to make it so that I could get different textures on it. To get the materials on it i used the material editor. I had to use a UVW map to make sure the textures were clean and not glitchy.
During this artifact, I just decided to put some boxes around the model to give it an environment. In addition to this, i placed two lights. I placed an omni light as a base lighting, and a spotlight for extra lighting. To make sure the boxes were consistent in size and scale, i just cloned them.
During this artifact, I had to animate my model in some way, I made it interact with other objects in the scene. The way I made them interact was that when it was facing another object, the object would eventually fall into the ground. I initially used auto-key mode to make my animation, but it didn't work so well as changes were happening slowly for the whole animation instead of for only a select part. I ended up using set-key mode since it was more accurate in where it animates to where I set it to be. I used boxes that are interacted with, as mentioned previously, to make an okay animation overall.
For this artifact, I made a simple camera animation that simply revolves around my object and what surrounds it. I made it by making the camera and point move around an area. The hardest part was making sure that it actually rendered the way it was supposed to. I think it turned out okay overall, could definitely be worse.