I wanted to try my hand at modeling something that repeats itself in its design. Take for example a keyboard, how most keys are identical except for the different letter, number or symbol printed on each. Another thing I notice has loops is bridges and walkways, especially the structure that holds them up whether that be arches or girders. A lot of what game developers do is procedural whether that be game assets, textures, animations or particle effects, they all repeat themselves in one way or another and this saves time and funding. Having too many assets in your game doesn't just effects the developers having to make more assets, it also affects players who get the game but need to make space on their computer which makes the game unnecessarily inaccessible.
Fence from Life is Strange (2015)
As for creating the girders, it was simply an exercise in how to inset the faces and extrude the gap
The keys were pretty simple too, making a cube and scaling down the top face.
Because I made one design for the structure then realized how poor the topology was after I'd cloned and welded it on either side, I realized how beneficial it would've been to use modifiers such as symmetry that allow modellers to revert back to the "editable poly" phase, make edits to the topology and then reapply they modifiers that initially came after. back and change one part of the model which in turn changes all part being repeated. I had a similar problem with the keyboard keys and not being able to change the structure of all keys when I realized I need to chamfer the edges on the surface which, because of how long it'd take to chamfer each key individually only to get a result I may like, is the main reason I won't be continuing these models.
Whilst figuring out how I'd go about modeling the rest of the larger keys, I went on a small tangent and made a low poly mouse by flattening one side of a cylinder before scaling the edge loop to match the curvature of my own mouse.
Fence from Life is Strange (2015)
As for creating the girders, it was simply an exercise in how to inset the faces and extrude the gap
The keys were pretty simple too, making a cube and scaling down the top face.
Because I made one design for the structure then realized how poor the topology was after I'd cloned and welded it on either side, I realized how beneficial it would've been to use modifiers such as symmetry that allow modellers to revert back to the "editable poly" phase, make edits to the topology and then reapply they modifiers that initially came after. back and change one part of the model which in turn changes all part being repeated. I had a similar problem with the keyboard keys and not being able to change the structure of all keys when I realized I need to chamfer the edges on the surface which, because of how long it'd take to chamfer each key individually only to get a result I may like, is the main reason I won't be continuing these models.
Whilst figuring out how I'd go about modeling the rest of the larger keys, I went on a small tangent and made a low poly mouse by flattening one side of a cylinder before scaling the edge loop to match the curvature of my own mouse.
3D Modelling - Keyboard and Walkway (+mouse)
Reviewed by Ben Roughton
on
June 22, 2018
Rating:
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