XM Magdalena 3D print, GGeorgy (3D)
LC #42 Pipers Alley

View Full Version : HARDCORE MODELING!: 30Days_30Models: Silver (at least)

08-21-2006, 05:27 AM
All right, I'm going to give this a try. I figure that I should be able to pull off at least 10 models over the 30 days, given that I have the option to go with simpler ones. I'm relatively new to modeling, so I will most likely start out with some of the less complex models, moving up to more complex models if neccessary, as I (hopefully) learn new tricks and techniques as I go.

Wish me luck! :thumbsup:

-= Imagus =-

PROGRESS REPORT: 10/10 complete - Silver level challenge completed

Model #1: Tacks (http://forums.cgsociety.org/showpost.php?p=3798780&postcount=2)

Model #2: Stool (http://forums.cgsociety.org/showpost.php?p=3813471&postcount=3)

Model #3: Mailbox (http://forums.cgsociety.org/showpost.php?p=3819187&postcount=4)

Model #4: Seashell (http://forums.cgsociety.org/showpost.php?p=3836191&postcount=5)

Model #5: Squid (http://forums.cgsociety.org/showpost.php?p=3839061&postcount=7)

Model #6: Pencil (http://forums.cgsociety.org/showpost.php?p=3843051&postcount=11)

Model #7: Designer Chair (http://forums.cgsociety.org/showpost.php?p=3851458&postcount=12)

Model #8: Mushrooms (http://forums.cgsociety.org/showpost.php?p=3867975&postcount=16)

Model #9: Ruler (http://forums.cgsociety.org/showpost.php?p=3871684&postcount=17)

Model #10: Sai (http://forums.cgsociety.org/showpost.php?p=3882781&postcount=19)

08-21-2006, 06:13 AM
Here's my first completed model... I decided to start out with something basic, and the "tacks" caught my eye. I decided to model the plastic push-pin type. More specifically, I wanted to model a clear tack, so I made sure the body and pin were separate materials.

Software: Lightwave 9
Resolution: Hi-polygon
Modeling Time: 1-2 hours
Process: Starting from memory, created basic shape and lathed plastic portion of the tack, then refined mesh using photo reference. Finally, created and tapered cylinder for the pin. Opted to go with high-poly mesh with smoothing rather than sub-d modeling since the shape, though rounded in parts, was mechanical in nature. Brought into Layout for quick material editing and beauty render. Approximate render time: 8-9min.

More work on the materials would help the final render, but since the focus is on modeling, I opted to keep it simple. I had originally planned to render out some clear and some opaque tacks, but couldn't figure out how to apply different materials to object instances in Layout. (if this is possible, please let me know how)

Beauty Render - 800x600 (click on image for 1600x1200)

http://i13.photobucket.com/albums/a268/Imagus/HCMC-30models30days/Tacks-beauty-800x600.jpg (http://i13.photobucket.com/albums/a268/Imagus/HCMC-30models30days/Tacks-beauty-1600x1200.jpg)

Orthographic Views - 800x600

I decided to go with a single 800x600 screen grab, as the model is geometrically the same when viewed from front, back, left and right.


08-27-2006, 07:41 AM
Here's my second completed model. I have been working on a couple of other, more complex models, and decided to take a break and complete a simpler one. Though not visible in the renders, the top, legs and rungs of the stool have different materials assigned to them, allowing textures/materials to be oriented correctly when applied.

Software: Lightwave 9
Resolution: Hi-polygon
Modeling Time: 1-1.5 hours
Process: A simple wooden stool, designed and modeled from memory. High-poly model with smoothing, due to mechanical nature of the object. After modeling, materials were assigned, and the object was imported into Layout for beauty render, re-texturing and recycling the plane from the Tacks beauty render.

Beauty Render - 800x600 (Click on image for 1600x1200 version)

http://i13.photobucket.com/albums/a268/Imagus/HCMC-30models30days/Stool-800x600.jpg (http://i13.photobucket.com/albums/a268/Imagus/HCMC-30models30days/Stool-1600x1200.jpg)

Orthographic Views - 800x600

Once again, a single 800x600 screen grab was used, as the object is geometrically identical from the front, back, left and right.


08-29-2006, 06:27 PM
Here's my third completed model, and my most complex to date. It's no PSP or sea creature, but I'm happy with the way it came out. The trickiest parts were the details, such as the flag pivot and the top latch. Obviously, additional texturing would help, but modeling is the focus, and the form stands pretty well on its own. Color materials have been added to the various parts to approximate the final look.

Software: Lightwave 9
Resolution: Hi-polygon
Modeling Time: ~3-4 hours
Process: I decided that I wanted to work on a residential mailbox. I started out by searching for reference images, finding several pics, and choosing the wooden mount as the support structure. I created and extruded the basic body, used the same shape to create the door, then moved on to detail work.

The MAIL lettering is an extruded text primitive. The flag pivot is a multiple-beveled disc and the flag is a simple extruded custom polygonal shape. The back pillar is a box with beveling, and the lower pillar is an extrusion of a cut portion of the back pillar's front face. The "2006" consists of four text primitives, one for each number. The lower part of the latch was created by duplicating and extruding polygons at the top of the door's arch. For the top part of the latch, the bottom part was duplicated and altered. Finally, the door joint is a simple cylinder, with symmetrical bevelling to create the indentation. The body itself is hollow, and the door can open (see Special View below), pivoting on the door joint.

After modeling completed, imported model into Layout for final lighting, background and beauty render.

Beauty render - 800x600 (click on image for 1600x1200 version)

http://i13.photobucket.com/albums/a268/Imagus/HCMC-30models30days/Mailbox800x600.jpg (http://i13.photobucket.com/albums/a268/Imagus/HCMC-30models30days/Mailbox1600x1200.jpg)

Special View: Open Door - 800x600

As mentioned above, the mailbox itself is hollow, and the door is designed to swing open, using the door joint as the pivot.


Orthographic Views - 800x600

Unlike the first two models, this model's appearance varies from different angles. Therefore, six orthographic views are provided.







09-06-2006, 06:27 AM
Here's my fourth completed model, and the first for this competition using subdivision surfaces. It was inspired by advice given to Noggy, who was trying to figure out how to get started on modeling a shell.

After helping Noggy out, I had several ideas of how to go about modeling a shell, and decided to try it. After several false starts, I finally figured out a method that worked, and completed the model. Not perfect, but I'm still fairly pleased with the results.

Software: Lightwave 9
Resolution: Hi-polygon
Modeling Time: ~45-60 minutes
Process: Using photo reference as a base, created a ball primitive with many radial segments and only two vertical segments. From there, deleted the lower half polygons, then deleted all but a few of the top polygons. Moved the remaining center point down to the level of the rest of the points, then cut across all polygons, near the center point, to make 4-sided polygons.

After that, extruded the shape down and moved/scaled every other row of points to create ridged effect, then used Lightwave's Bandsaw Pro tool to create equal subdivisions which were positioned to create outward shell arc.

After final polygon cage tweaking, quickly modeled triangular hinge and added ridging to integrate with the shell. Imported into Layout for quick texturing and beauty render.

Beauty render - 800x600 (click on image for 1600x1200 version)

http://i13.photobucket.com/albums/a268/Imagus/HCMC-30models30days/Seashell800x600.jpg (http://i13.photobucket.com/albums/a268/Imagus/HCMC-30models30days/Seashell1600x1200.jpg)

Orthographic Views - 800x600







09-06-2006, 05:39 PM
Nice clean models. Good work, keep them coming.

09-07-2006, 08:09 AM
Here's my fifth model, which is actually the second one I started, and the first started for this competition using subdivision surfaces. I originally got a lot of it done, then put it on the back burner for a while, not quite convinced that it was coming out right. I then re-opened it, and decided that, with a little bit of tweaking, I could finish it up and submit it.

Originally, I'd intended to make a simpler, cartoon-ish version of a squid, but ended up with a more realistic shape. There are a few glitches here and there, it isn't an overly detailed model, and it only has seven tentacles, but I like the way the basic form came out, and the fact that it was modeled as a single shape (no layers/parts) is an achievement that I'm happy with.

I may revisit this and tweak it some more later. However, at least for now, I'm calling it done.

Software: Lightwave 9
Resolution: Hi-polygon
Modeling Time: 3-5 hours (possibly more)
Process: Working from photo reference, modeled the top (arrowhead) shape, then continued the extrusion to form the "head". subdivided (bandsaw) several times to create enough segments for eyes and tentacles. Extruded eyes, tentacles and arrowhead fins, then tweaked tentacle shapes. Imported into Layout for texturing and beauty render.

Beauty render - 800x600 (click on image for 1600x1200 version)

http://i13.photobucket.com/albums/a268/Imagus/HCMC-30models30days/Squid-800x600Beauty.jpg (http://i13.photobucket.com/albums/a268/Imagus/HCMC-30models30days/Squid-1600x1200Beauty.jpg)

Orthographic Views - 800x600







09-07-2006, 08:16 AM
Nice clean models. Good work, keep them coming.Thanks, nakaikoi. Hopefully, I'll be able to get all 10 done, as time's starting to run a bit short... we'll see how it goes.

-= Imagus =-

09-07-2006, 03:17 PM
nice squid, It was the trickiest model for me to grasp. It looks like you've got the basic idea. The tentacles are a pain in the butt. I would work on tapering the ends of them. Good job and good luck!

09-07-2006, 11:39 PM
nice squid, It was the trickiest model for me to grasp. It looks like you've got the basic idea. The tentacles are a pain in the butt. I would work on tapering the ends of them. Good job and good luck!Hey, nakaikoi. Thanks for the critique... upon further inspection, you're right... the tentacles do tend to taper at the end. As I mentioned, I may revisit it briefly, but considering all the other anatomical anomalies in the model (no suckers, seven tentacles, etc.), it isn't high on my priority list at the moment.

I originally thought I'd be able to get at least 10 models done... now I'm just hoping to get to ten. :D


-= Imagus =-

09-08-2006, 10:03 PM
Here's model number six... the old standard yellow wooden graphite pencil. I started this shortly after finishing the mailbox, and wanted to do something a bit simpler than that and the squid I was still working on. However, once I had quickly gotten the basic form down, I decided that I wanted to push for more detail in the model. I'm happy with the difference those details ended up making.

The pencil was modeled using straight polygons with texture smoothing, due to the mechanical nature of the object. The materials used for the orthographic and beauty renders are simple color placeholders.

Software: Lightwave 9
Resolution: Hi-polygon
Modeling Time: 1-1.5 hours
Process: Model created primarily from memory, with actual pencil referenced at the end to verify how eraser assembly meets wooden portion of the pencil. Modeled pencil body by creating hexagonal cylinder with bevelling, then tapered one end to create the sharpened section. Modeled pencil lead by extruding and tapering a high-poly cylinder, and modeled the eraser assembly and eraser by extruding another such cylinder.

Extensively tweaked points between wood and graphite portions and unsharpened and sharpened portions of wood area to create the typical jagged, pencil shapener look, adding a subdivision along each side of the pencil for extra detail. Added bumped rings to the "metal" portion of the eraser assembly, finished tweaking the rounded part of the eraser, then imported it into Layout for quick material application and beauty render.

Beauty render - 800x600 (click on image for 1600x1200 version)

http://i13.photobucket.com/albums/a268/Imagus/HCMC-30models30days/Pencil800x600Beauty.jpg (http://www.imaginteractive.com/CGTalk/30days30models/Pencil1600x1200Beauty.jpg)

Orthographic Views - 800x600







09-12-2006, 09:58 PM
Model number seven, and the first model created for this competition using a combination of straight high-polygon and subdivision surfaces. I'd been considering several different ideas for a designer chair, but hadn't really settled on one. Then, after about five days of various frustrating and annoying occurrences, I sat down in front of Lightwave and channeled all the frustration into creating an incredibly uncomfortable-looking piece of furniture.

Since there was no concrete source material or reference for the piece, it changed as I went along, losing some aspects and acquiring others. In the end, the piece I ended up with came out slightly differently than I'd imagined, but definitely reflected the sentiment that went into it. There are a couple of minor issues with the model itself, but for the most part, it came out quite well.

The two names that come to mind for this piece are "Throne of Thorns" and "Hell's Recliner". At one point, I also came up with a short, humorous biographical blurb:

"This chair, nicknamed 'Hell's Recliner', was originally designed and crafted as part of the set for death metal band Horronym's 2001 'Life Denied' tour. Lead singer Johann 'Strep' Gundersson so loved the piece that he pilfered it from the set at the conclusion of the tour, setting it up in his own mansion. One year later, Gundersen, allegedly drunk at the time, flung himself awkwardly into the chair, severely injuring himself and bringing the band's 'Mortisgasm' tour, and his career, to an abrupt end."

Software: Lightwave 9
Resolution: Hi-polygon
Modeling Time: 3-4 hours
Process: Many shapes extruded along bezier-created paths to create forms, with shapes duplicated along the same paths to create spikes and other jutting pieces. The only exceptions to the rule are the spikes directly on either side of the seat, which had to be hand positioned and reshaped due to post-extrusion altering of the basic seat shape, and the three spikes directly behind the seat, which had to be hand-positioned after joining the left and right side lower support forms together after extrusion (see below).

Other operations involved the melding of the left and right side lower support models, the shaping of the seat form, extrusion of the tapered points at the top of the chair, lengthening of the two back support spikes, and the finishing of the forms at the foot of the chair.

Originally, the cylindrical shapes were going to house cross-supports for the seat, but this proved to be a hassle, so I went with the seat shape instead. However, I kept the shapes themselves, as I liked the way they fit with the rest of the piece.

Model merged, then imported into Layout for beauty render. No materials were applied to the model before beauty render, just to the ground plane. The color comes from the lighting. I may go back after the challenge and refine and texture this piece in greater detail, as I'm quite happy with the way it came out.

Beauty render - 800x600 (click on image for 1600x1200 version)


Orthographic Views - 800x600







09-17-2006, 04:35 AM
You have some bad shading errors on the seat of the stool, and you are using WAY too many polygons on the legs. Try beveling the top polygon or adjusting the smothing angle from the top, and I would have use SubD for the legs, so the resolution could be adjusted depending on the shot.

09-17-2006, 05:26 AM
simple, yet... ... ... aw what the hell it looks good for a start... what would make it seem more devilish and like the chair is out to get you is if you curve all the spikes in towards the center cause all they are doing is standing straight out as cones... lol that would be awesome.:twisted:..

09-19-2006, 07:17 AM
Sbowling: Thanks for the crit... yes, the seat area has some problems... modeling, not shading. This is due to multi-sided polygons left at the ends from the path extrusion, and the use of Lightwave's basic sub-d algorithm, which only works on two- and three-sided polygons. Not sure if Catmull-Clark would work better... haven't tried it yet. If I revisit the model, I'll either switch to C/C or subdivide the multi-sided polys... not sure which as yet.

As to the legs, they were the first thing I did, and the only part of the model that doesn't use sub-d. I didn't want to mess with it, as the shape came out exactly right on the first shot. However, if I revise/refine the model, one of the first things I plan to do is revamp the path and modeling method for the legs.

morphius_ms: Thanks for the suggestion... I'll keep in mind if I decide to revisit the model after the challenge.

-= Imagus =-

09-19-2006, 10:36 PM
Here's model number 8. Since I'm running extremely short on time, I decided to go with something fairly simple. However, since the basic form was done in under an hour, I decided to take some extra time and model some quick blades of grass as well. I'm happy with the way it came out.

One thing I've found over the course of this challenge is that my modeling thought processes and speed have greatly improved. This model uses sub-d surfaces, using the Catmull-Clark algorithm to prevent ridging on the top and bottom of the extruded shape.

Software: Lightwave 9
Resolution: Hi-polygon
Modeling Time: 1-1.5 hours
Process: Created disc, then extruded to mushroom shape using photo reference as guide. Tweaked shape, then modeled blade of grass and duplicated 5 times, altering blades for variety. Color placeholders added for texture, rudimentary ground plane created and jittered for terrain, then entire model imported into Layout for beauty render.

Beauty render - 800x600 (click on image for 1600x1200 version)

http://www.imaginteractive.com/CGTalk/30days30models/Mushroom800x600Beauty.jpg (http://www.imaginteractive.com/CGTalk/30days30models/Mushroom1600x1200Beauty.jpg)

Orthographic Views - 800x600







09-21-2006, 08:50 AM
Well, I missed the deadline of the 20th, to keep it at 30 days. However, the official challenge deadline is still the 25th, and I should be able to make that one.

Here's model number 9, and my first low-polygon entry for the challenge. I'd had it in my head to a classic wooden, metal-edged ruler since the beginning of the challenge, as it is a fairly simple shape, and finally decided to give it a go. I'd also been thinking of doing at least one low-polygon model for the challenge, and once I got going, decided that this would be a good model to do it with. I had originally planned to do something incredibly low-polygon, a la Katamari Damacy, but ended up going with a slightly more detailed model.

The polycount for the ruler is 110 triangles, and the texture (a quick temporary one) is 256x256, with the smoothing angle set to 60 degrees. There are 141 rulers in the beauty render scene, which took just under two minutes to render for the 1600x1200 version, and just over 30 seconds for the 800x600 version, both with Classic, Medium quality anti-aliasing.

Software: Lightwave 9
Resolution: Low polygon
Modeling Time: ~45 minutes (not including UV layout and texturing)
Process: Using photo reference as a guide, started with a basic box shape and cut divisions where neccessary to contour the shape, including two cuts to allow for extrusion of the metal edge. After modeling was completed, UVs were laid out and a quick texture was created, as the basic form is fairly nondescript. The model was then imported into Layout for beauty render.

Beauty render - 800x600 (click on image for 1600x1200 version)

http://www.imaginteractive.com/CGTalk/30days30models/Ruler800x600Beauty.jpg (http://www.imaginteractive.com/CGTalk/30days30models/Ruler1600x1200Beauty.jpg)

Orthographic Views - 800x600







09-22-2006, 05:04 PM
FYI to all:
HCM: 30 Days, 30 Models: Voting thread will go live on MONDAY (Posting Rules) (http://forums.cgsociety.org/showthread.php?t=408406) (link)


09-26-2006, 05:36 AM
Here's model number 10, and my last for this challenge. It certainly isn't the best of the batch by any means, but I ended up very short on time, and had to capture the essence of the object in very quickly. As with the designer chair, I decided to use sub-d surfaces to mold a non-organic form and, as with the chair, I ran into some glitches with the sub-d patching (note ridging on points).

Should I decide to work further on this model, the first thing I will work on is the cross-section where the three points meet the handle, as I really didn't have time to explore it thoroughly. But for now it, and my Silver 30 days, 30 models challenge, is done.

Software: Lightwave 9
Resolution: Hi-polygon
Modeling Time: 1-1.5 hours (up to 2 counting failed attempts)
Process: Using photo reference as a guide, extruded disc shape to create the main shaft, then created a path and extruded another disc along it to create a prong. Mirrored the prong, then shaped and tapered prong and main points, adding cuts along the main shaft to allow for more detailed molding. Converted to sub-d, added cuts for detail in handle, then imported into Layout for beauty render.

Beauty render - 800x600 (click on image for 1600x1200 version)


Orthographic Views - 800x600 (5 images, as top and bottom views are geometrically identical)






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