Tuesday, 6 December 2011

Advanced 3D modelling evaluation



For this unit I had to create a working low poly model showing advanced modelling techniques, and sculpting using a sculpting package (Mudbox). I decided to separate my modelling and animation unit, even though the choice to combine them was open to me. By doing this I felt I could focus on each unit independently and better hit the specifications of the brief for each unit.

For this unit I decided to model an Enzo Ferrari, as I had never tried to model A vehicle before and thought it would be an interesting way to test my skills, and ability to handle new challenges. I decided to specifically do and Enzo Ferrari for 2 reasons. Firstly due to it being my favourite car to have been put into production and owning a scale model of it (which helped with the modelling immeasurable) and secondly, because it is a very complicated car to model and I wanted to test my modelling abilities.

I used box modelling on the majority of the modelling process, avoiding splines because they can sometimes cause problems with smoothing.  I began by building the individual parts of the Enzo’s bodywork then attaching them together, ending up with a low poly model resembling the contours of the original model but still very basic. I then moved onto cutting into the model, insetting and extruding polys and removing other poly’s to start building up the finer details of the model.

For some of the intricate details of the model such as the vents and tire treads, I used Mudbox to sculpt the details onto the flat models I produced in 3DMax. I did this using the stencil tool and images of tire treads and vents I found online as stamps.

If I were to try modelling this again, I probably wouldn’t change anything. I didn’t encounter any major problems while modelling this object. There were a couple of times where I hadn’t welded geometry together correctly and it caused horrible creases in the model after smooth had been applied, but these were easily rectified, after I had found the broken geometry.

While working on this model I have learnt a lot of new techniques and tools in max. One of the ones I really like are the mental ray default material settings, that can be (an were) used to give objects realistic effects, with computed reflections and refractions. They increase the render times significantly, but the end result is worth it. I learnt that the soft selection tool can be used in a variety in situations to give good results (I was used to just using them for facial animation). The bend tool is, as a whole, useless. It bends cylinders nicely but anything with more complex geometry ends up horrible distorted and look horrible.

I am extremely pleased with how my model turned out after all the work I put into it. The model looks just like the physical one I worked from, and the metal ray maps I’ve applied to it really help to bring it to life.

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