I modelled my lamppost with a Cylinder, I started by extruding upwards then selecting the top vertices and scaling them in slightly. After this I used the CV curve tool to create a curve which came out of the top of my model, I then extruded this, at this point it just looked like I had a bent pole, but I wasn't finished.
I then created a sharp bend at the top of the curve (around 270 degrees) from which I created and extruded another curve this was going to be the top part of my lamppost that would hold the light. I created the light by deleting some edges underneath the top curve to create a larger face, I then added a Blinn texture to the face and increased the glow intesity and ambient colour. I then quickly automatic mapped it and began to add my textures.
I used one texture for the whole of my model, this was a broken lamppost texture that I got from the internet, I am pleased with the fianl outcome of my model as I fell it ties into the theme of my game, mainly the fact that it looks worn down which shows that there has been some conflict near to it. This is what my model looks like now;
Wednesday, 22 June 2011
Tuesday, 14 June 2011
Modelling Week 4 - Texturing/Sniper Rifle
This week I finally finished texturing my teleporter, I changed the texture that I had originally put onto it as I thought that it didn't fit with the theme of my models, I added a light aluminium texture to the spikes on my teleporter. I then textured my control screen, I put the same texture onto the main parts of the control base. I then took a picture of a control panel screen from Google and then put it over the UV map of my control panel and this gave a nice finishing effect.
After this I continued modelling my futuristic sniper rifle, I added a new nozzle to the front of my gun, I modelled this seperatly to make it easier for me to look around the model and get a better idea of what I was doing. I used a polygon pipe and bevelled it to make the nozzle look cooler. I also took some time to model the scope, I thought of a triangular scope as I have never seen this on any guns and so this could be the part of my model that gives it the futuristic feel.
After this I continued modelling my futuristic sniper rifle, I added a new nozzle to the front of my gun, I modelled this seperatly to make it easier for me to look around the model and get a better idea of what I was doing. I used a polygon pipe and bevelled it to make the nozzle look cooler. I also took some time to model the scope, I thought of a triangular scope as I have never seen this on any guns and so this could be the part of my model that gives it the futuristic feel.
Tuesday, 7 June 2011
Modelling week 3 - Weapon
I started making my futuristic sniper gun this week. I started by box modelling my way up to a basic gun shape, i also used a model of a Tau Plasma rifle to help me out and allow me to get the shape I was looking for.
I then used the select vertices tool and began to push and pull points to improve the look of my model.
I then used the select vertices tool and began to push and pull points to improve the look of my model.
This is what my model looked like when I was finished.
I then realised that the front of my model had parts sticking out of it on each side, I tried to work this to my advantage by extruding the extra faces out, along the guns barrel but I was unsuccessful as the faces where at an awkward angle. I ended up deleting the faces and the problem was solved.
Then I began work on the scope of my sniper, I wanted this to be the focus point of my model and so this was going to be the part that I would spent most of my time perfecting. I also wanted this to give my model that futuristic look so i came up with the idea of making the scope a traingular shape as I dont know of any current weapons that use a scope such as this. This is where I am up to so far, I am still working on the scope because I am trying to create an edge on the inside of the scope so I can make the inside face transparent and this will give me the scope effect.
Tuesday, 17 May 2011
Modelling Week 2
This week I continued on my mode of transport model, I was making a teleporter, I first started by remaking my base as I wasn't totally pleased with it. I made a cube and scaled it outwards then flattened it to get the basic shape that I wanted.
I then created a polygon sphere and scaled it upwards to create an oval, his would be the shape that had the teleporter effect on it. I then assigned a Phong shader to my oval shape, and played with the attribute editor to get the desired effect. I then created some spikes by using the CV curve tool and extruding from a face on my model.
I then edited the vertexes on my base, I selected multiple vertexes and pulled them upwards to create little 2D spikes around the border of my model. I did this to add more detail to my base as it was quite bare.
I then created a polygon sphere and scaled it upwards to create an oval, his would be the shape that had the teleporter effect on it. I then assigned a Phong shader to my oval shape, and played with the attribute editor to get the desired effect. I then created some spikes by using the CV curve tool and extruding from a face on my model.
I then edited the vertexes on my base, I selected multiple vertexes and pulled them upwards to create little 2D spikes around the border of my model. I did this to add more detail to my base as it was quite bare.
Tuesday, 10 May 2011
10th May 2011 - What I Did Today - Consumable
I started work on my consumable pickup, I made a Health pickup consisting of a Cross and a Box Frame.
I firstly made a cube, I used the Extrude tool to make the internal faces. I then made a second cube and Extruded out each face to make a cross shape. I then added a green blinn texture to the cross and increased the glow intensity to give it a healing effect.
I firstly made a cube, I used the Extrude tool to make the internal faces. I then made a second cube and Extruded out each face to make a cross shape. I then added a green blinn texture to the cross and increased the glow intensity to give it a healing effect.
I then created an automatic UV map of my box frame, this was the easiest and quickest method because my model was made of basic shapes. I then downloaded a white marble texture from CGTextures. I created a PSD Network for my box frame and added the marble texture to the frame using Photoshop CS5. I then turned up the ambient color in Maya to make my frame whiter. Here is the finished model:
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