3D Tools & Technical 3D Modelling
This page is dedicated to 3D Tools & Technical 3D Modelling of Games Design Component of the AIM Award Technical in Animation, Games & VFX. Below will include projects including images, videos & reflections.
Technical Skills
3DPP 1 - Understand the basic components of a 3D Model.
3DPP 2 - Understand the function of different types of textures.
3DPP 3 - Know how to use a 3D Modelling package.
3DPP 4 - Understand the benefit of good workflows and efficient techniques for creating 3D models.
NextGen 3D Industry Challenge 2022
This project asked us to work in groups to design and create 3D ship models that would then be used to create a fleet in our final hero shot.
For the flashlight model I started with a cylinder mesh that I then extruded to create a longer object. I used loop cuts to create edges that I then extruded to give the model different surface levels so it looked realistic. I also used the bevel tool to smooth out the model.
For the box model I started with a cube mesh that I used the inset tool on all sides and then grabbed all the faces inwards. It then began to look like a crate.
Wooden Plank Model
First I started with a cube mesh that I then turned in to a cuboid shape by changing the X, Y and Z values of the shape. I then used two loop cuts to split the shape into three equal parts. I grabbed and scaled the sides to give it an uneven shape.
After creating the shape I marked the seams and unwrapped it so I could begin painting it. I started with a light brown colour that I then blended in with darker shades of brown to create a more realistic colour.
Project 1 - Stylised Modelling & Hand Painting
Final Renders
Feedback From Tutor
The crystal painting is excellent and redeems an otherwise bland diorama; think about your composition and use of colour in future.
Project 1 Reflection
I have created a small, low poly and hand painted diorama using the 3D modelling skills and techniques I have been learning from the prior 3D modelling tasks.
Before I started, I felt unprepared and nervous because I had only made small game prop models, and I hadn’t made anything the same size and complexity as a diorama before. During the creation of the diorama I felt like I had more of an understanding of what I wanted to create however I still felt like I didn’t have the experience to create something that complicated yet. After, I felt worried that my diorama was too basic and looked dull.
First, I utilised many of the techniques and skills I had been learning effectively to manipulate and shape the diorama to my liking. I also managed to make the terrain look rough and rocky by manipulating the vertices using the grab tool. The axe model I made fit into the crystal model and makes the diorama look more interesting. The hand painting I did generally makes each part of the diorama such as the water and grass distinct. The crystal model looks excellent because of the translucent texture applied and the final touches of the subtle hand painting I did on it.
The diorama overall looks dull and uninspired due to the lazy hand painting of the terrain and the diorama is just bare in general. Also, the poor composition and colour used makes the diorama look bleak. The axe, crystal and vine models don’t fit together, and they all look out of place. Furthermore, the axe and the vine models just look poor, and the axe edge needed to look sharper. The topology of the diorama could have been cleaned up too, to make it better visually.
After reflecting, I realised I should have spent more time to prepare and come up with an idea so that everything on the diorama would fit together better. I also should have spent more time to clean up the poor hand painting of the terrain on the diorama. The previous models and hand painting I did taught me the key skills and techniques I needed for this project, making the experience easier. I think some of the main issues of the diorama occurred because I hadn’t made anything that size before and I felt overwhelmed whilst creating it.
After this project, I felt more confident with my 3D modelling skills, and I knew that the larger size of a diorama wasn’t anything to be concerned about when I split it up into different pieces to make it less of a burden. I had also developed my hand painting skills more, this project made me realise I should take more care with the painting of models so that they look of a higher quality. The diorama helped me gain more confidence with my 3D modelling skills, these skills will be incorporated in any future models I create. In the future I will spend more time planning and researching, by collecting reference and inspiration images, before I commit to a model so that I have a better understanding of what I want to create.
To further develop my modelling and hand painting skills I could practice making more models and dioramas, this will result in higher quality work in the future. I could also use guides and tutorials online to learn and improve my knowledge and skills.
Project 2 - High to Low Poly Modelling
Technical Skills
3DCTM1
3DCTM2
3DCTM3
3DCTM4
3DCTM5
3DCTM6
3DCTM7
3DCTM8
Research

Final Prop Renders



Wireframe

Feedback From Tutor
Very good effort Kevin; you have attempted quite a complex object. It would be nice to see the topology of your low poly model. For the most part, the high poly has somewhat clean topology but there are definitely areas for improvement, particularly around the hole in the blade and the blade edges. Smoothing groups and texturing also need some work as there are areas that have shading issues and the textures are somewhat basic given the tools at your disposal in Substance Painter.
Final Evaluation
I have created a 3D model by baking a low poly model onto a high poly model and then applying textures using Adobe Substance Painter. This results in a high-quality model that has a lower poly count. I have made a low poly 3D model and a high poly 3D model of the “Energy Sword” from the Halo games.
Before I started, I felt prepared because I had already gone through the process when I created a low to high poly 3D model of a sniper scope. During, production of the model I ran into some problems because the “Energy Sword” has a more complex shape than the sniper scope. This made me worried that I wouldn’t be able to get the shape of the “Energy Sword” correct. After I had finished the model, I felt that the shape of the handle didn’t look right, and the textures looked basic. This made me worry that the model didn’t look high-quality.
The model that I made looks like the Halo “Energy sword” that I took inspiration from, because the shape is correct. The blade part of the model has the correct shape, and the topology is clean. The object was complex however the shape of the overall model works well.
The textures used on the model has shading issues and in general they look basic. Also, the handle of the model looks jagged, and it should have a smoother surface. The smoothing groups need work because of the shading issues. The texture on the blade of the sword should be translucent instead of opaque. In addition, when rendering, the lighting wasn’t working as intended and the object should have some shadows on it. The hole that I cut out in the blade isn’t cut neatly and looks unnatural. Furthermore, the blade edges neat to be sharper and thinner at the end so that it looks like a sword edge.
The low poly to high poly scope I made before this project helped because I used the same processes and tools to create it. Also, the research I did helped, I gathered ten reference images of the weapon from the Halo games so that I could get the shape and textures right. The experience overall helped because I can now use Adobe Substance Painter to apply textures onto a 3D model and unwrap a 3D model correctly. The smoothing groups made the model have shading issues, this caused issues with the lighting when rendering. This also made the textures look different when rendering, it made the blade texture opaque when it should be translucent. This happened because I had little experience with substance painter and rendering with 3D models.
This project has helped me learn how to put and modify textures on a 3D model, and how to take final renders of my models. Also, I have learned how to bake a high poly model onto a low poly model so that it has a lower poly count. These skills will be necessary when making high poly models in the future as they require these processes. I should now try to improve at smoothing groups and texturing so that the models don’t have shading issues and the textures don’t look basic. In the future, I would try to fix the shading issues before I rendered so that the lighting works better with the model. I would also check how the textures look before I set up lighting for the renders so that I can set up the lighting correctly, so that the textures appear as intended.
I could now practice using lighting for models so that final renders of the model look high quality and the model is shown off accurately. I could use videos and guides online that could help me improve my skills at texturing and making sure smoothing groups are correct.