For this EEP task, I would like to model a fantasy world asset that would fit into a fantasy game. My idea for this is to make a gate that will transport the player into a new area. This object needs to fit into a fantasy scene, so I feel there are a few requirements needed for this.
First, I want to keep the scale large, as this adds to the otherworldly feel. Next, I want to make sure the design is complex to make it better oppose the background. Lastly, I want to texture the model to make it look like it fits the fantasy genre.
For the look, I want it to be very rectangular and imposing, I want an arch running through the middle to add shape. I want the entrance to feel grand, like that of a place.
Here are some of the images I am planning to use and what I like about them.
The first image is a good example of the general shape, with the rectangular pillars representing the idea I'm going for. The image even has a similar curved top to the one I plan to make. I would not like all the plants as I want them to contrast with the environment to make it feel more unreal.
The second one is not really accurate in shape as I want the pillars to be quite rectangular followed by the curvature, not just entirely curved. This image does represent the scale I want to go for well, as the gate feels grand.
To start I made a cube and added a mirror modifier. This is to save time as I only have to model half of the object then the mirror modifier can do the rest. Next, I move the pivot point so that the pivot stays in the middle and not to the side. For the most part, I will be using three tools, the extrude tool to extrude the shape, the bevel tool to not only add faces but to add complex shapes on the edges.
Next, I made the basic shapes by extruding the base. Then, to add detail, I used the bevel tool and the built-in pre-sets to add shape. When extruding, I made sure to use the right offset to not cause any topology issues.
For the curve, I had to use the spin tool in Blender. This tool grabs a face and then duplicates the object in a curve. I copied a plan and used spin to create the curve. I had to change the origin using the settings as the curve was too flat and did not meet in the centre flat.
I then extruded separate faces of the curve to add a more 3D look. before this, I made sure to add three faces for the look.
For the rest of the details, I simply followed what I was doing beforehand. For the side pillars, I duplicated the face and then extruded up towards the top. Then, I extended that and bevelled it to add detail to the top.
For the detail around the curve, I just extended down and scaled inwards.
The topology on the model overall is very good in my opinion. I decided to make it a focus of this model to keep the topology simple and accurate. There are a few areas where the topology is not the best. First anywhere there are details, there are simply a lot of edges. Unfortunately, these are necessary to add the shape of the edges.
There are a few overlaps in the topology, but these are usually to cover areas or to add more shapes. To fix this, I could have used separate objects, but this would have taken longer, been harder, and arguably not given a good result.
Here is the final render showing what the model looks like with base lighting.
Here is a second version of the render showing a more lit version of the model.