SO FAR...
I Finally figured it was about time to start making a blogg about my work. So then I guess I have to show you how far I've come.
Modelling 01
This was the first week of the semester and we started to learn the basics. We get a weekly assignment that we have to finish by the end of the week.
Our job was to make a Juwelry Box. So since I've already made a report about this I wont write all that again. Instead, enjoy some pictures!
This is my finished model in 3-quarter ViewA side view of my model with wireframe
And a 3-quarter View with wireframe
I was very pleased with the end result, so this was my first delivery.
Texturing 01
I figured I got it all wrong
When we started with the UV-unwrapping I understood all the mistakes I made with my model. I had to many faces, to many edges and the total polycount was to big. But no worries, I learned so much from making the initial box that it did not take much time to make a new and improved version.
Added some more detail and fixed the hinges and the lock
As you can see it is much improved from the previous version(s)
Research and planning stage
It was time to start researching what materials I wanted on my box. I started looking at some pictures and found some interesting pictures. I saved everything I thought I might use.
I made a time-budget so that I could have some structure going into this stage of the project and the end result was this.
Everything is under control, time to start unwrapping!
I met a wall with problems with the Uv-unwrapping but with the instructions from our teacher I started to understand more and more of the process and i got an UV-Snapshot I was happy with! Time to go on to the next part...
My Uv-Shapshot
Making the initial textures
It took some time to get it right but in the end I finished making a base-texture i was happy with. I used a lot of time researching the right materials and stuff, and when I was done with the base layout, i started putting scratches and stuff on to make it look really old and awesome.
My finished defuse/ texture layer with scratches and everything.
Specular and bumpmapping
Specular mapping is when you deside what part of your object is going to be reflected. Bump mapping is to deside where you want bumps and stuff so you can really see that the object have been trough stuff, instead of just looking plain it actually got bumps and stuff in it to make it look more real.
Finished product and thoughts
I think that I've been able to manage my time quite well. I didn't use as much time as I thought I would, even though I had to make my box over again and fix some issues along the way. I dont have much to actually say about the product other than that I'm very pleased with the end result and I'm really looking forward to next week when we will continue our work with the boxes and make shading and stuff.
I did also make this with checker textures, as said in the assignment, but I dont think thats worth looking at in this blogg.
Leave a comment with questions or suggestions, much appreciated!
-David Aune