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3D MODELLING PROGRESS:

During our Thursday lecture we were introduced to Venezia Georgieva - GD&A Alumni and professional Game Designer at Mojiworks.

The lecture was based on Alt Modelling techniques. Alt Modeling is used in procedural generation to create environmental models.

Alt Modelling Hard Surfaces

After following the first of three videos posted by Venezia Georgieva, I began to model my own hard surface objects using the same method.

How Did I Do It?

  • Started with a Cube

  • Added subdivision multiplier on 3

  • I then added the modifier “Edge split” and decreased the value.

  • Distorted the texture to “Cell Noise” to create a blocky shape for my hard surface object.

  • Increased the block size to appear more structured.

  • Added the Remesh Modifier

  • Adjusted values until I was happy with the shape.

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Small adjustments to modifier values resulted in drastic changes. I used the modifiers from one object and combined them with another Cube.

When I was happy with my outcomes, I adjusted the lighting and applied a base colour. As well as this, I scaled down a smaller version of the building and placed it at the front, to achieve a highlighted look.

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RENDERED

firstbuildingtry.png
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2ndbuildingtry.png

Basic City

I followed the same method and techniques learnt to then build my own street section for our Lecture, where we then gathered feedback.

How Did I Do It?

  • I began again with a simple Cube.

  • Added the necessary modifiers (sub surface, decimate, displacement)

  • Scaled the face of my object down.

  • I then combined this object with one I had made previously.

  • I decreased the value of the decimate slightly to achieve a different shape.

  • Repeated these steps, changing the values each time.

  • Then applied an edge split and bevel modifier to polish the mode.

  • I adjusted the decimate modifier angle limit.

  • Altered the displacement strength until I was happy.

  • Added a new cube and scaled it down.

  • Added the same modifiers and linked the two shapes together.

  • Simple sub division to the shape was detained.

  • I used the same technique as before by adding a base colour to two of my structures, and scaling down a duplicate to create a highlighted look on my purple building.

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Issues that arose

 

  • As I increased sub surface, my laptop began to lag and wouldn't function as fast.

  • The effects of the modifiers made my laptop slower and caused Blender to crash. I fixed this by decreasing the values.

  • Lighting needed to be adjusted.

  • Attempted to render the image but It wouldn't work - why?

Lecture Feedback

  • Refinement, maybe adjust modifiers more to achieve a more refined shape.

  • Decrease the decimation as this would help refinement.

Screenshot 2020-11-26 at 15.24.20.png

3D Modelling an Apple

Players will interact with floating objects in a microgravity environment.

How Did I Do It?

  • I began with an Icosphere.

  • I sculpted in order to get a basic shape of an apple.

  • I added the Sub-Division modifier in order to smooth the surface.

  • I then changed the base colour to a dark red and adjusted the light.

  • I had a few problems with texturing so I adapted this and altered the light colour to a lime green as well as increasing the strength.

  • I then adjusted the camera positioning and created a render.

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applerender.png
applerender2.png
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