Showing posts with label 3d modeling concepts. Show all posts
Showing posts with label 3d modeling concepts. Show all posts

Monday, February 16, 2015

3-D Modeling Concepts, round II

Continuing in a purely straightforward manner, last week's assignment was to create a disembodied human hand.

It's modeled on my own hand, thus the weirdly-angled first and last metacarpals, and drab coloration.  The only real mistake is the last knuckle; I put the pinkie at too steep an angle, and several steps along the way, the knuckle came out looking more like a wrinkle than a dome shape.

Gotta level with you:  I strongly dislike CGI, and the more I do it, the more I dislike it.  I've rarely seen any piece of CGI that I didn't think would've looked immensely better if it were hand-drawn.  Especially animation.  I don't like computer animation any better now than I did when Toy Story came out.  I am dreading the part of this course that covers it.

On another note, I'm pretty sure nobody at Bucks reads my blog - actually, hit counts indicate I get about one view per post - which is only good insofar as I can get away with badmouthing a class I'm currently taking.

Monday, February 9, 2015

3-D Modeling Concepts, round I

For spring I'm taking two courses at Bucks again, 3-D Modeling Concepts and Foundry, since Professor Mathews of the 3D Arts department told me that many foundries are making use of digital prototyping.  I haven't produced anything for Foundry yet although I have my first wax in progress.  The first three assignments for Design were a "temple," a sledgehammer and a crowbar.

Slight customizations:  The multiple tones and finishes are a departure from the overall "blinn" finish and "sand" color the instructional calls for.  The spire and altar are also both mine.  These are nothing once you get the basic processes down.  The server indicates that a classmate of mine named McCall created a very elaborate piece of architecture for his or her final.

Closeup of the altar.

For the sledgehammer, I went with a lighter tan for the handle, as I'm accustomed to seeing in modern hardware stores, likewise the polished steel faces.  No physical customization.

The crowbar, or prybar as the instructional calls it.  No customization.  It was tricky enough to get right in the first place.

Something went wrong with the curved tip.  Both the "front" and "back" faces should extend to the edge; instead, the "front" face above (relative to us) sinks in and actually protrudes a tiny bit in wireframe view.  I'm not sure how to correct it yet..