3D Modeling - Project 3
June 3rd, 2022 - July 8th, 2022 (Week 10 - Week 15)
Rusydina Fazlin Athirah Binti Fauzi
3D Modeling
Week 10 [June 3rd, 2022]
Project 3 -Themed Scene-Based Modeling
INSTRUCTIONS
Lectures
All Lectures Completed. Refer to 'Lectures':
Project
Project 3
June 3rd, 2022
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Tasks for Weeks 10 - 11 (June, 3rd - June, 10th):
- Search for theme isometric 3D modeling reference from the respective themes in brief
- begin modeling the themed-scene
First and foremost by starting out this project, I had to search through Pinterest for reference scene images to start out my sketch. I thought it would be easier to have an isometric 3D model alongside my initial reference for a better understanding of my sketch.
The scene below was close to the required theme of the project (medieval) but a touch of fantasy made its way into my scene model of the project. It's more of a witch's hut or cottage that I wanted to depict for my 3D scene model.
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A Wizard's Living Room by kiichigo-princess on Deviantart |
Later then I wanted to simplify the scene above with the help of a few 3D isometric displays as seen below to help translate my sketch into my 3D scene model soon.
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Witch's Lair by Roman Klčo |
-with all the references I gather, I went straight into sketching out what I wanted to keep from the main scene reference along with a few simplified highlights from the 3D isometric display above as well, coming up with my own arrangement of objects in the scene of my sketch;
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Witch's hut/cottage sketch |
Once I received feedback from Mr. Kamal, which he approved and allowed me to forego my sketch to be turned into a 3D model, I worked as quickly as possible to at least get the blocking of the room model into place.
1. Modeling
Firstly I started with the plane of the room, I made up the scene of the room with cubes shaping them into cuboids. I worked on one of the walls first and also in attempt to figure out the archway/doorframe to the interior of the witch's small cottage.
Wireframing the wall to carve out an archway |
My idea for this model is to make it as accurate as possible to my sketch, since there is an archway in the left corner of the room, it started off quite well as seen below. The shape I wanted was there, then I had to hollow it out which began to get a little harder, since the other side of the walk dint shape out the archway.
Archway extrusion |
Although after a few adjustments I have myself a decent-looking archway. I actually went back and forth on modeling each part of this scene.
Archway entrance to the witch's room |
Next, I modeled the essential part of the room, which was the witch's cauldron, using a simple way to do it, making sure to add the front and right side of the blueprint to help me model it. I used a cube and added a subdivision modifier to achieve that circular look.
-then I got rid of the half part of the spherical cube and started extruding the edges of the shape, molding it into the cauldron with the assistance of the blueprint.
-got into a minor issue where the faces weren't showing, but I solved it by extruding the edge of the missing faces and snapped the vertices together.
For the handles of the cauldron, I used a torus and got rid of half of the faces, and merged it into the bowl of the caldron. I did the same with the legs of the cauldron with the method used when shaping the bowl of the cauldron.
After that, I worked up modeling the shield, a simple method where I stretched cubes to be cuboids and compressed them to appear thinner and build sides to form the shape seen below, then added in more cuboids that act as shelves.
-then I placed the two items that I have for now and added them into the scene to see how it would display itself and so far so good!
Next, I worked on coloring the caldron and making sure to add a metallic-like surface to it to achieve that metal cauldron look. I added a few more essential objects to the scene like a withes broom that is resting upon the shelf.
Later on, I wanted to test out on the lighting , so I explored what I can do to light the scene up. I obviously wanted the pot to emit a kind of green lighting but other than that most likely the room would have dim candles to fill in a few dark spots on the room.
To prevent the room from looking empty, I modeled a rug underneath the cauldron and a stool, just the simple objects to the scene to make it more full.
once again, I explored more of the lighting to see how most of them would work to apply it to the scene, the irradiance cube lighting was still something I had to get used to. But it didn't stop me from just exploring how I want the lighting to work out.
-I also made sure to pay close attention to details like the bubbles to the pot to be a more transparent effect to it rather than just have it opaque.
Next, I worked on adding texture to the scene like the floor and the trapdoor that I modeled to fill the room up.
After a few tweaks and adding each object into the scene, what's left to do is to finish up the coloring and add in a few more lights to complete the scene by rendering it.
To almost finalize the scene, I wanted a glass effect to go onto the jars, wine glass, and a few shapes of glass bottles. I worked the nodes out through the shading tab to achieve this glass effect.
Then to top this all off I worked into the lighting once again. I was quite satisfied with the kind of lighting that emitted from the objects that emitted lights like the candles, the magic orb, and of course the potion from the pot.
Layer then I worked on the environmental lighting around the scene the cubical irradiance lights allowed me to color in the background of the whole scene, I didn't want the scene to be too dark nor too bright so a darkish navy blue added an atmospheric effect to it.
When I completed coloring in and adding the lighting to the scene and upon the objects, I capture a few angles of the scene as a viewport render image display since the whole scene is meant to be pushed through into sketchfab.
Making the cauldron, progress #1 |
-got into a minor issue where the faces weren't showing, but I solved it by extruding the edge of the missing faces and snapped the vertices together.
Making the cauldron, progress #2 |
For the handles of the cauldron, I used a torus and got rid of half of the faces, and merged it into the bowl of the caldron. I did the same with the legs of the cauldron with the method used when shaping the bowl of the cauldron.
Making the cauldron, progress #1 |
After that, I worked up modeling the shield, a simple method where I stretched cubes to be cuboids and compressed them to appear thinner and build sides to form the shape seen below, then added in more cuboids that act as shelves.
Shelf modeling |
-then I placed the two items that I have for now and added them into the scene to see how it would display itself and so far so good!
Shelf into scene |
Next, I worked on coloring the caldron and making sure to add a metallic-like surface to it to achieve that metal cauldron look. I added a few more essential objects to the scene like a withes broom that is resting upon the shelf.
Adjusting and coloring the cauldron |
Later on, I wanted to test out on the lighting , so I explored what I can do to light the scene up. I obviously wanted the pot to emit a kind of green lighting but other than that most likely the room would have dim candles to fill in a few dark spots on the room.
Looking into lighting the scene |
To prevent the room from looking empty, I modeled a rug underneath the cauldron and a stool, just the simple objects to the scene to make it more full.
modeling a stool |
once again, I explored more of the lighting to see how most of them would work to apply it to the scene, the irradiance cube lighting was still something I had to get used to. But it didn't stop me from just exploring how I want the lighting to work out.
more lighting exploration |
-I also made sure to pay close attention to details like the bubbles to the pot to be a more transparent effect to it rather than just have it opaque.
making bubbles to pot transparent |
Next, I worked on adding texture to the scene like the floor and the trapdoor that I modeled to fill the room up.
UV unwrapping, planes, and trapdoors |
After a few tweaks and adding each object into the scene, what's left to do is to finish up the coloring and add in a few more lights to complete the scene by rendering it.
Scene complete with objects |
To almost finalize the scene, I wanted a glass effect to go onto the jars, wine glass, and a few shapes of glass bottles. I worked the nodes out through the shading tab to achieve this glass effect.
A glass effect in glass desired objects |
Then to top this all off I worked into the lighting once again. I was quite satisfied with the kind of lighting that emitted from the objects that emitted lights like the candles, the magic orb, and of course the potion from the pot.
Layer then I worked on the environmental lighting around the scene the cubical irradiance lights allowed me to color in the background of the whole scene, I didn't want the scene to be too dark nor too bright so a darkish navy blue added an atmospheric effect to it.
finalizing lighting for the witch's hut theme |
When I completed coloring in and adding the lighting to the scene and upon the objects, I capture a few angles of the scene as a viewport render image display since the whole scene is meant to be pushed through into sketchfab.
close up viewport displays |
Sadly sketchfab's support for lighting, shading, and textures of the objects and scene was quite limited. Therefore, the scene and the objects modeled would most likely be much more visible rather than the lighting but other than that, the viewport images of this scene can be seen in the pdf below.
-but with all said and elaborated the scene was completed.
Shading Viewport image display (PDF):
The sketchfab submission to this project can be found in the link down below:
Final project sketchfab (submission)
Google drive folder of blender file of the scene (for further explorations, certain textures may not show):
Reflection
July 9th, 2022
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I think I've come to find 3D modeling very intriguing and actually fun. This final project was definitely the part where freedom and creativity just break loose but not venturing too far out towards it yet since Mr. Kamal provided a few sets of themes to follow by. But overall, the run down of this project was a definite 'yes!' for me. I was actually really proud of what I modeled and when it came to the lighting it made it look really pretty, which sets off many more ideas for me to mess around with or explore within 3D modeling.
I have to thank Mr. Kamal for the guidance that he gives the class and for allowing us to let our imagination flow with this method of design which is 3D modeling. I may when I find the time, I would love to model more scenes like I did in this final project since it really peaked my fascination with it.
But of course, sometime soon I'd love to explore in 3D modeling a lot more objects or even characters if time allows it!
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