Room Assignment
The room assignment was a three assignment where we had the freedom to make a room model on whatever we wanted. We used all our prior knowledge to make the room and try to get as close to 50,000 faces as we could. For this assignment, we did AO + beauty renders as well as just AO renders.
Problems and Solutions:
One problem I encountered was that my posters were very dark and I wanted to give them light. However, when I added mesh lights, they were not showing up. After watching tutorials, I fixed the issue and was even able to add a tv and turn up the intensity. This resembled a tv screen well.
Another issue I encountered was that my objects were all made but I had a low poly-count. One solution I made was that I imported the chessboard into my scene so that I had a higher poly-count. It also gave the room more detail. Another thing I did was made bevels for objects and added edge loops. This increased the poly-count and gave the objects a better shape when I smoothed them.
One last issue I had was having Ngons on some of my models and this was an issue when UVing. To solve this issue, I made edge loops and/or used the multi-cut tool so that I had 4 four-sided polygons. This resolved this issue and made the UVing process much better.
I stuck to evenly spaced out work so that I didn't do everything last minute. However, I should have implemented more workdays so that I could add more objects that make the room feel more populated. I focused mostly on the necessities of the scene that I didn't give myself enough time to add extra models that would've made the room look better.
Chessboard and Table Assignment
The chessboard and table assignment was a one week assignment that had us use previous techniques to make a chessboard and table. These techniques included the curves tool, the revolve tool, extrude face tool, and bevel tool. We also used AO and wireframe renders to improve our final renders.
Problems and Solutions:
One issue I encountered was trying to make the chessboard itself. I was having trouble making the individual tiles so that it would have an alternating pattern. I fixed this by making a three by three tile shape and extracting the faces from the board's wooden edges. I also made the tile's IDs alternate colors according to if they were white or black marble. Reflecting back on it, it probably would have been better if I made each individual tile their own color on the ID object, but it still worked.
One issue I encountered while UVing was the knight's ears. I made them a separate UV shell, and when I unfolded them and did a layout of the night, the ears took up majority of the 1x1 square in the UV editor. This was an easy fix as I simply scaled them down so that they took up less space since they are a small detail of the knight.
My chessboard was low-poly and this was giving it a rounded shape when I pressed "3". I solved this issue by adding bevels to the edges of the chessboard. I could have refined it better by added more edges with the multi cut or edge-loop tool but the bevel tool was suffice.
Even though I did complete all aspects of the assignment, I could have spent more time on the project to get a better end product. I listed out all the aspects I wanted done by a certain time and was successful for the most part. I will give myself stricter due dates so that I can give myself more time to add small details and refine any imperfections.
Props Assignment
The props assignment was an assignment that made us demonstrate the new tools that we learned, such as the curves and revolve tool. Just like the barrel assignment, we UVed the models we created and exported them to painter. With painter, we added materials and used object ID's to make the materials be applied only to certain parts of the object.
Problems and Solutions:
Unfortunately, just like the barrel assignment, very poor time management and procrastination led to an incomplete project. I am missing the bottle and sack while not having the fine details of the lantern. I also came across the issue of trying to move the lantern but the lantern would be making the handle on top. I was unable to make it stick to the model, so on one side it appeared to be floating. This is an easier fix though; all I need to do is go into vertex mode and adjust the end of the handle so that it connects to the side or vertex of the lantern. A positive that came out of this assignment was that I was able to use the curves and revolve tool with relative ease. It was easy to get the hang of and I was able to make most of the lantern with these two tools.
I plan to improve time management by using a calendar and marking the due date of assignments and having certain parts of the project done by certain dates. By putting these reminders on paper, I will have a constant reminder of what needs to be done. I also will make sure that modeling is done a whole week before the due date for my next assignment so that I can use more time for UVing and painter. I plan to rewatch tutorials on my free time so that I can have a firm grasp on the concepts being taught and put them into practice
Barrel Assignment
The barrel assignment was an assignment to use the tools we learned to create a realistic barrel. We also UVed the barrel and all the other parts of it so that we could put materials on it. We then used Substance Painter to apply materials onto the barrel so that it looked like a wooden barrel.
Problems and Solutions:
Unfortunately, I was unable to finish my barrel due to poor time management and having a difficult time using the new tools and techniques taught. I was also confused as to why I couldn't select vertices on my object only to learn that my computer had the default setting of having the soft select tool on. This made it difficult to scale the middle of the barrel out as it was intended. Once I learned what soft select was and I disabled it, I was able to scale out the middle of the barrel. I should have went to office hours or asked for help earlier to resolve this issue quicker. Another issue I had was that I was duplicating the amount of objects I had without moving them, so I had a lot of extra objects that made my UI complicated. I eventually restarted and made sure the label all the parts I made.
I plan to improve my time management on future projects by making a schedule of what I need done by certain dates so that the workload is dispersed evenly throughout the time given before the due date. I will also make folders for objects in my scene so organization is kept up.
Comments
Post a Comment