this is a pokeball i rendered
the first thing ypou must do before antyuthing in a oddle file is bake the maps so it rernders properly at the end
when adding a m,ask it covers the entire moddle so you need toadd a black mask to only add it to parts of the mopddle not the whole modle
dont use the brush tool as you dont have to do it by hand and this takes a long time and its tedeous
use polygon fill to paint the moddle as it does sections at a time and speeds up the proces
this is a totem pole i started to make in this lesson we learned about building obects in a 3d plane as thies was my first tme using a system like 3ds max so it was all about learning the system this is important so i can help famliarise myself with the skills required to create 3d moddles and enviroments for my future projects this also is the start of my journey through 3d moddleing as i grow and hone my skills i hope to look back on this project and see how far ive come and re attempt this task which i think coukld be interesting
these atre some key words/ terminology for 3d desighn
In todays lesson i learned about using the alighn tool and how i can use it to centre objects with each other this is much easyer than eyeballing if two objects are lined up this helps withn acuracy and detailing all the parts of the moddle another technique i used was polygon edit which aloud me to stretch parts of the moddle by there individual polygon this is an incredibly useful technique as it can allow me to add small bits of detail to the maddle and reshape itto howether i need it to be another technique i used wa susing a reference oimage to help me desighn the submarine
today i worked on texturing a moddle with multiple texture sets by texturing a forklift i also learned how to add dirt to my forklift using a generator to add dirt
these palets are made in 3ds max as practise for aplying textures to moddles in 3ds max so we dont have to take the moddle into substance painter and work on them in there this will be used for backround objects that dont require much texturing to add a texture to the moddle use the hotkey m which will open the matirial menu first add a bitmap to the menu then drag amnd drop the file of the texture into it and use the nodes to connect it to the base colour then connect the node of the bitmap to the object to add its texure try and use png files mainly as they tend to work better for this project i leaned about the matirials menu which is really useful and mportant for 3d desighn to seeing how the moddle will look as i desighn it
today I worked on a piece for my project ill be handing in this is a crate that I will texture and put into a scene to get the borders I used the inset tool this is a really useful tool to help add depth to my models then I extruded all the faces inwards to create the indented effect of the handles with the beams I removed the faces this is good practise to optimise my models and reduce lag when rendering them because it removes any unnecessary faces I then connected the two sides to create a line down the middle and 2 extra vertices which allows me to add points to the beam which connect to the corners on the crate to re create the beams so they were exactly the same and I didn't have to re make them every time i used the cloning feature by shift clicking and dragging you can create a clone of an object this incredibly useful for speeding up the process of making the model
texturing modells is important as without a texture the moddles wont look verry good as they will just be blank objects there are many diferent ways you can texture a moddle and i learned about using substance to texture moddel and also photoshop to texture a moddel
today I learned how to unwrap a model top do this I added the modifier unwrap UVW once I id this I selected my crate then clicked the button open UV editor this allowed me to start making sure the textures of the model wouldn't be stretched to do this I made sure the checker pattern display don to the model which allowed me to check if a texture was stretched to do this i selected the face of the crate that had its texture stretched then by clicking the quick planar button this resizes the face and gives everything the same size so the textures don't seem stretched as shown below I divided my workspace into three sections my the bottom right is the section for the parts I haven't done yet the top left is the parts I have finished and the checked section is my workspace after i quick planar everything
this time i used photoshop to texture the moddle this rerquired me to do another unwrap which aloud me to see which part was which when i painted the mask on manualy using photoshop to do this i had to port the uv unwrop over to photoshop by presing save uvs on the file menu then i opened photoshop and opened the uv file in there painted my mask onto it and finaly back in 3ds max i added the photoshop file as a bit map in the matirials menu and paird it to my crate
unwrapping for dummies
3ds max has many diferent tools located in diferent areas of the screen selection tools are at the bottom these are for edges vertices polygons and elements transform tools are at the top and modifer tools are at the side and the uv map is at the middle.
its important to resize your windows properly as shown in the image the cap is a dificult bit as its a strange shape so you need to break it on one of the back parts then straighten selection and relax until flat.
loop cuts :
Loop cutting is a complex technique which is used to make circular holes inside shapes this will come in verry useful for my models as part of this next project I'm working on being my street scene.
Loop cuts use a variety of tools and each one is used differently they are quite complex and difficult to do so I will have to work on mine in practise more if I want to be using them in my models in the future.
The first tools that is used in loop cuts is the loop tool this tool allows us to get perfect circles in the face of the model for the image examples provided I practised on planes this helped as I have access to a larger area to get a grasp of these tools with the loop tool I feel I have a basic understanding of it but I think I need some more work.
The second tool I used in this technique was the cutting tool this aloud me to add extra sides to the flat objects that divided up sections.
For this model I used a multitude of techniques I've learned so far through the course I used the loop tool to make the spouts of the oil barrel, I used extrude to detail the rims of the barrel. I used the chamfer tool to create the rivets on the side of the barrel. some things that I found difficult with the model is I wanted to make it dented and have some wholes in but when I tried to unwrap the barrel with the dents I couldn't get it to work well enough in a way I was happy with so I decided not to have the barrel be dented in the end. The unwrapping went quite well and wasn't too bad I used the cylinder planar map to make sure all the sides where textured properly
for the texturing it went quite simple really I used a mask that was titled scraped painted metal and changed the colour for the middle textures
this went really well and I'm really happy with how it turned out I believe I have come a decent ways with texturing from were I started out.
The model looks similar to my reference image which is below apart from the fact I wanted to have a different colour for the centre part of the barrel.
for this project we are making a dumpster for a street scene or a back alley we are also learning how to use the symmetry tool to create this model this ment that we only needed to moddle half of the bin which is really useful as it was halfthe work needed for the model i will definately use this in the futue with other models
the texturing on the bin took a while as i couldnt finmd the right textures in the right colours but i got there in the end i do think the recycleing symbol look a bit off in the outline andf thed wheels look a bit off but other than that its good i like the subtle ness of the coplour change in the lid if in were to re attempt the moddle in future id like to change how i did the list as its a mess of polygons really
the modeling for the bottle went really well for the most paert i think the rim looks a bit off but i do like the over all shape of the bottle and it looks really good in future i think id like to have more of a gradual form into the neck of the bottle but other than that it worked out nicely
the texturing on the otherhand didnt go verry well at all as i couldnt find a good glass texture i wanted it top look like a greenj bear bottle but i couldnt get the glass to look clear enough and it looks too metalic rather than glass like im not sure how id fix this in future. i also found that when i tried to put a label on it with another layer the glass looked even more strange so I had to leave it without one which i didnt like
i wanted to reuse the crate from a previopus project with some diferent textures i feel the rims being a much darker colour in this model works alot better than what previously had
this model is based off of a box a shiping company would use that might get discarded onto the side of the street i enjoyed doinmg this model as it wasnt too dificult for me to do with its simple shape made it quite easy the dificult bit was the flaps. as at first when i tried to create them they just dragged the whole side of the box out i eventualy fixed this by extruding the box instead
the door as a moddle wasnt too bad for the handle i was able to use the symmetry tool which made the modelinmg quicker than if i had to do both by hand even then it wouldnt have taken that longto do the handel itself for the modeling was really easy its just one tube extruded at various points it was reall simple to create and didnt take too long the door itself wasnt too bad that was verry similar to the bins lid this ment that it didnt take long to do as id allready done something similar before hand i did have a bit of an issue with the unqwraping on the handel of the door and in the future id like to have the extrusions also be on the other side of the door and i also realise its missing a latch on the door the part that the nadle would move
during the texturing there were too issues in particular that made it dificult the handel on the door was not unwraped verry well by me so the texture didnt aply properly whixh is why part of the handel is wood and not copper the other is that there was this strange diagnal rectangle only seen before the render but it isnt visible whilst renderd
the drain was another model that didnt btake too long like the cardboard bocx it was pretty simple in shape it did require a bit of seperating diferent segments of the base trectyangle and conecting edgeds to create new faces but really didnt take too long
with the texturing i think id like it a bit more if the grunge wasnt as raised on the main gaps of the drain but overall i think it worked really well
This was by far the hardest model to make i have created for this project it was incredibly dificult to make and one of the most tedious to unwrap but i also think it turned out to be one of my best models im really happy with how it looks while the handel was dificult to get on there it looks really good im verry glad that i had the synnetry tool available to me otherwise it would have been so muchj more dificult fdor the lid i used one of tyhe hole cuts that i talked about earlier and creating the cap was not too bad at all and niether was attaching it the hardest part was definately the handels but the tedious unwrap was a close second
texturing the jerry can went decently well i quite like the colours i used and i think the diferent matirial for the handel is quite life like for a grip on the handel
The ladder is by far my faveoroute and least faveoroute model i did its my faveoroute because i did a roofing ladder meaning i got touse myu bedroom one as a reference so oi had alot of detail to go off of its also my least faveoroute because of how much of a pain it was to unwrap its a miricale that it textured decently what i am not happy with for this model is that the runs are rotated in such a way it would be horrible to climb as when set up the points of the triangles will nbe faceing up unfortunately i realised this topo late and didnt get to fix it im also missing the grips on the tops of the rungs to reduce slip this is iritating for me because i had the opertunity tp add ots of detail and missed it
texturing this was really smooth and im so glad it was so smooth due to how much of a headake it was to unwrap i wouldve likes to make my own texture foir the ladder however i ran out opf time and ended up using the ones substance provided
the street lamp is based off of some of the oil lamps seen oin one of the doctor who episodes i was watching when i was thinkinmg about what to model it is still used in some citys today usualy there would be a fklame in the enpty space at the top while i was modelin g this there was a version that had a fire there or a lightbulb i forget but i do not know where the file went and i havent re created it but if i ever do i would verry much like to as it would make it more realistick i =really enjoyed makeing this model as it was one of the first i made of my own im really proud of the top in particular i worked hard on it and it came out really well
for the texturing i wanted to used the damaged steel to show how aged it is in future i would like to use some light to get an actual light source working or seem like its working but this will have to do for now
so the allyeway scene itself i didnt make because 3ds max decided to break and the update was goig to take a long time that i didnt have so i didnt do it sorry