Thomas Doukinitsas
3D MODELING: Asteroids & Enemies

3D MODELING: Asteroids & Enemies

During our second workshop we started off with modeling a series of asteroids for our Game


These started off as basic spheres and cubes, deformed using the vertex tool using a soft selection.
An important part in this process was the smoothing of normals to eliminate hard edges (Normals > Soft Edges)

After the base mesh was done i made a texture in photoshop.


The reason i made two textures is that i wanted the lava to be illuminated separately from the lighting situation, therefore the texture is going to be assigned in to the "Incandescence" channel of the blinn material.


Also the incandescence channel can cast a glow in the render... how cool is that? :P


At this point i had to play around with the UV mapping of each asteroid to avoid certain wrapping issues as seen below:



The best way to wrap the texture seemed to be creating a cube, creating a spherical UV map and then deforming it. This is the final uv that i ended up with after a tiny bit of cleaning up:
The next step is to clean up the already existing material to better fit the new UV's
Using the liquify tool i tried to bulge the texture slightly so that it better follows the wireframe

I also used the clone tool and the paint tool to better cover the edges.

After applying the new texture, it looks like there are no edge issues

During the second part of the lesson we were asked to build another spaceship, this time to be used for the enemy.



This time i decided to actually draw a mock up design, going for a deep red scorpion inspired organic shape, to seem more like an alien ship.

By using the box modelling techniques we learned i modelled half the spaceship in a rough form.


After that using various different projections i tried to lay out the UV's to get the model ready to map.


Also to get the organic shape i was looking for i smoothed the mesh, and then duplicated and joined the mirrored half to complete the shape.

To texture the ship, i added a base color and texture and then painted in small details

After also adding a incandescence channel, and tweaking a few things this is the final ship:

All and all, all the models together seem to work well together
This is the final enemy ship model (the mesh error is part of the web viewer, not the model)

Unknown

Some say he’s half man half fish, others say he’s more of a seventy/thirty split. Either way he’s a fishy bastard.

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