Thursday, 21 May 2015

Creating my Final Model

Now that I had an idea of where I wanted to take my final model I drew up a gazebo style Greek Ruin sketch to get a better understanding on what it was I was going to be creating.


Once the sketch was done I moved onto creating the model itself.  I wanted to go for a design similar yet different to my previous model, I decided to go with a circle stairs base as a way into the ruin.  Looking at the image research I thought that I should hack off two or three pillars to look like it's been attacked.  I had an idea to do the boxes at the top and bottom of pillars but this proved annoying when it came to UV unwrapping them as they would not connect properly, so I returned to full circle pillars. 


Once I had one of the pillar textures unwrapped it was easy enough to duplicate that item, so the unwrapping will have also duplicated with the next pillar.  When I got to the roof I started to have second thoughts about it, so I went back and re-sketched the roof, and came up with a design better and more suited for the organic feel to the model. 


After changing it to give it a more round block shape I started to create chipped edges to help give the model history.  I kept making little changes here and there to show where mother nature may have affected it, afterwards I added the remainder of the broken pillars to the floor along with some boxes with chips in them. I did change the piece at one point where it had big holes in the structure, however I abandoned that idea when I couldn't figure out how to unwrap it.  


Once my model was finally built I began to properly unwrap it, most of the pillars where already unwrapped due to saving time.  Once all the pillars where unwrapped I moved onto the harder parts of the folly, where I had created lots of edges.  It was not fun to do, but after the 5th try of using different ways of unwrapping and not having them collapse in on themselves, plus a little help from my classmates, I finally managed to find a way to unwrap my UV's.  Next up was the Texturing:


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