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Showing posts from September, 2023

Lego Car: Part 2

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 Progress has been less then significant since the first recap. I have prioritized more time sensitive classes over this assignment, and plan on doing significant work days starting the 28th. That being said I still have  worked on the project. What was crucial to me was getting the fundamental brick down, along with its associated stud. Previously I had completed around 9 of the bricks, but they weren't at a quality I was happy with, and I also learned a lot while actually making those pieces. Deleting those pieces, I started from scratch and starting making the 1x1 brick again. This turned out very well, and this quarter had roughly 70 tries, meaning a normal completed brick would be just under 300, which seemed decently well optimized to me.  In fact, this was over 4x more efficient then my first brick shown in the original post. Its pretty simple right? I was able to optimize the brick significantly while still keep the tris to a far smaller count. Here it is after I ...

Starting the Lego Car

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 Alright, so this is week 1 progress of the Lego Car. I can't say I have spent a significant amount of time on this project as of yet, but I did begin some work on the modular components. The pieces I did start on were the traditional bricks These include: 1x1 1x2 1x3 1x4 2x2 2x4 I need to double check, but I believe these are all the traditional sized bricks that will be used in this model. If I have missed one, it would most likely be a 2x3, but it would not be particularly difficult to make. Seeing the wireframe overload onto the models, you can see that there's a decent amount of edge loops. These were put in to help alight objects like the center stud, and keep the bricks form when smoothed. That being said, I do think some of them are excessive, maybe even a solid 1/3. But if I want to reduce geometry later on, it it will be easy to do so, as these are all complete loops. As you can see in the true wireframe, there are no additional faces within the actual models. All of ...

Dagger

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 This project went a lot smoother then the sink model I had made previously. I'm also far more confident that there are no Ngons. Unfortunately there were 5 present in my sink model, but I like to think I have gotten far better at catching and eliminating them. One think I know I still don't have the hang of, is Marmoset. I feel as the texturing quality, along with inhouse rendering that I am producing in Toolbag is easily less then the quarter of the level I do in Substance Painter. That being said, from my understanding Toolbag is more capable, so its worth while to attempt to learn it. It also renders far faster then Iray, but in terms of the actual quality of the final shot, its significantly lacking, but I believe that's due to the fact that I don't understand how to effectively use the software and all its settings. The model itself is relatively simple, but accurately resembles the topology of the dagger from the given reference. I've been running around in t...
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          For this assignment I was tasked in creating a rather modern looking sink. Or specifically, the spout and handle of a sink. This is actually the first time I've really attempted to tackle something that was both cylindrical and curvy in design. I've made rings before, and pipes, but never something that was asymmetrical while also having significant curves. Basically, despite being a relatively simple model, its the first time I've done anything like. The final model ended up having almost 6000 tris, and did not include any Ngons or nonmanifold geometry. because of the relatively higher poly count, there is not any significant differences you can tell from a distance with the smoothed and unsmoothed versions. I would say the most notable differences are the cylindrical spinning part of the handle, as well as the general shape of the button behind the spout. The part I was most disappointed with was the nozzles where the water comes out: To me it l...