I decided at the end of last week (week 2) that I'd dedicate the following week to challenging and testing myself with a 3d modeling task whereas to familiarise myself with the tools and tips I learnt from the chest modelling tutorials. When I was deciding what to model, I wanted to choose something (which I'm using right now, as a matter of fact) I was familiar with wereas to not get the size proportions wrong which ended up being the widescreen monitor I use in these modelling sessions seeing as its so accessible granted I need a reference.
I started by modelling the frame around the screen (which I eventually capped using the border tool) which felt like an exercise in how to bevel and extrude a side of a cube to replicate the monitor. This continued to feel simplistic until I reached the bottom of the frame which had a long line of bumps from the left to the right.
After I finsed extruding all these ridges along the bottom, I was advised that in order to realistically depict details so fine on a game asset, some recommending chamfers to sharp edges to make them more blunt and smooth (granted smoothing has been applied, otherwise it appears more like a bunch polys snapping between one another)
After I finsed extruding all these ridges along the bottom, I was advised that in order to realistically depict details so fine on a game asset, some recommending chamfers to sharp edges to make them more blunt and smooth (granted smoothing has been applied, otherwise it appears more like a bunch polys snapping between one another)
Also, I was told of the when making a 3d model for any media that it's essential to produce a high poly model that captures every detail before optimizing it, essentially bringing down the amount of polys it's made up of whilst maintaining the same topology, less memory is taken up and the performance of the game improves as a result. Some personal critique is how poorly I connected the stand to the monitor itself (as seen above) coming out as a mess of quad and triangles which looks quite distorted. I also noticed how the vertices on the inside weren't properly welded and trying to operate and fix the model ended in a distorted result. When consulting
How I modeled elements like the base of the stand (at the bottom) was by creating a cylinder then scaling edge loops based on a center pivot to create a curve effect. Looking back, I probably didn't need so many edges along the bottom, especially since they're all aligned and deleting them wouldn't affect the model's quality when rendering. Deleting those edges would also give me more space to chamfer which I regret not doing but I know next time not to do that.
Examining the model from the perspective of someone who's never done 3d modeling before, (which was difficult seeing as this was mere minutes after finishing the monitor) the model does a good job representing what it's supposed to be and I'd love to revisit this model in the future to refine and, granted I find out how, UV unwrap and texture this model.
Examining the model from the perspective of someone who's never done 3d modeling before, (which was difficult seeing as this was mere minutes after finishing the monitor) the model does a good job representing what it's supposed to be and I'd love to revisit this model in the future to refine and, granted I find out how, UV unwrap and texture this model.
3D Modelling - Widescreen Monitor
Reviewed by Ben Roughton
on
June 22, 2018
Rating:

No comments: