Day One - Base Modelling/Finding Textures
For this task, I wanted to just do some asset modelling keeping to a few parameters. I wanted to model an asset in Blender making sure the topology is accurate and the UV is well done. I will be keeping track of these elements through this page making sure to log the development of the model.
For the model, I decided to go with a street lamp and for the general aesthetic I wanted to go for an an older style of lamp.
Here are a few of the references I used when brainstorming the lamp:
For the model, you can see from the inspiration I plan to go for a simple lamp with a tall slender bar leading to a squarish metal box on top. For detail, I will keep it simple adding an ornamental top and wider bottom.
Here I made a basic lamp shape using a cube. I extruded it up while scaling the edge to create the shapes up the model. I made sure to follow a basic shape, making sure to keep decent topology.
You can see the shape coming through from the base going to the top where the light is going to be stored.
Next, to create the area where the bulb is going to be stored I have to inset the faces. these faces will be the glass faces of the street lamp where the light shines through.
I use the inset tool making sure to select individual, this will inset the faces separately instead of doing them as one face.
Next, I select the faces from the inset and extrude them inwards. to do this I use the alt s key command which scales on an axis uniformly. Next, I use the separate selection tool to separate the faces which I will use for the glass faces of the lamp.
After this, I worked on making the frame. To do this I have to connect the point left behind from separating the faces. For this, I use the merge vertices tool making sure to select the middle to keep the point in place.
I apply a material onto the lamp. For the material go for an off-white and pump up the metallic value.
I did this as I wanted a shiny look to come through the lack of light.
Next, I added a bulb and the base for the bulb, for the base I just extruded from the lamp. To create the bulb I just got a cube and used the bevel tool to create the smoother look.
For the lighting, I added a sun light which will act as the main scene light. I then add an area light which will be the accent light to add dimension. in the render setting I set the look to high contrast.
For the model, you can see from the inspiration I plan to go for a simple lamp with a tall slender bar leading to a squarish metal box on top. For detail, I will keep it simple adding an ornamental top and wider bottom.
Here, is the first render. It looks alright but I would love to add more textures. I would like to smooth the model and add a thicker base.
Here, is the second render. I made the model smoother and added a few changes. It looks a lot better but I still aim to change the material as I don't really like the bricks.
Here is a newer one with the first of the two grounds. I really like this ground texture and I feel it reflects the scene. It adds a lot of complexity to the scene with out being distracting.
Here is a newer one with the second of the two grounds. I like this ground texture and I feel it fits the scene. I feel it is a bit too simple and I think I prefer the original choice.
Here are the textures I used.
Day Two - Adding Details/Final Render
Here are the textures I used.
Next, I added some atmosphere to the scene. For this, I added a cube over the entire scene and added a material.
To this, I removed the main material and added a volume scatter.
Next, I added the last parts of the model. This means adding the detail elements that will add dimension to the scene and finish off the object. First, to start I get the top face and extrude uwards. Next, I add a loop cut and scale it down to create a shaper object.
For the base, I added a loop cut in the centre and scaled it up a bit. Then I grab the base loop and scale it up to a larger size. I added loop cuts to make sure the size fits the square shape of the bar.
Here is the final render.