Saharan Plum 3D model [WEEK 7]
Maya Plum -
By using my drawing as a reference i created a brief orthographic of how i might like my model to look, i chose a front and side view so that i could see where the stone would sit in the flesh and how tall the stem should be. I then used the cylinder to get the base shape of the plum, bevelling the edges and extruding some of the top faces to make the stem, with some brief adjustments to the edges i was able to match my orthographic quite closely. I was torn between using a sphere scaled outwards for the pit, or to extrude the middle face of the cylinder, To save myself some extra time in the UVing process and to keep my model as simple as possible, i extruded the middle faces and used the bevel tool to make the pit rounded like my orthographic. This gave me the overall shape of the plum which i then UV mapped so that i could create my own textures. In the UV menu, i saved my UVs as a PNG and imported them into my drawing software, then, using my drawing as a reference, i created the textures using gradients and spiral like mark making to sort of resemble my artist's work. As Micah Lidberg has quite a simplistic line art style with a lot of detail in the textures, i thought i could replicate this by modelling fairly low poly, then using my style guide to inform the textures i need to add to the fruit. I then assigned my model with a blinn shader to get a somewhat shiny finish before i changed the colours to my new textures, i also adjusted the roughness slightly to reduce how shiny my model will be. In the end i have a low poly asset for a collectable fruit within the game that the player will be able to pick and eat.
Z Brush Plum -
Although i created a low poly model, i also wanted to have a go at making a version on Z brush, that way my team can choose which model looks best to be placed in our game. This version does step away from the simplicity of the artist's work but i still think that this could be an interesting asset for the player to pick up. I created this by using the standard polysphere and using the standard brush to create the grooves in the flesh, i also masked out where the stone would go before extruding it outwards. This left me with a relatively smooth looking model still, but i wanted to really refine the spiral pattern and make it look more crisp. I did this by using the pinch tool over the spiral and the dam standard tool in the crevasses left by the overlapping flesh. I think this model looks a lot more detailed and wouldnt require as much detail to be put into the texturing stage, both models have a different look so i will have to ask my team what they think the best option for our game would be. On top of this, i think i would be able to make more assets using maya than Zbrush as i feel more comfortable in this software and have better access to it at home, but i will be happy to create more Z brush assets if that is what my team prefers.
Turntable -
This is the turntable of the low poly maya plum, While i do really like this model i think i should have turned down the roughness even more as this fruit looks almost glass like and a lot of my texturing work has been obscured due to the glossiness of the fruit's surface. This is something i will fix when a decision is made on which fruit my team prefers.
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