Tuesday 4 June 2013

making of my glasses

this is how i made my glasses model in 3ds Max 
this is the reference image i used to create my glasses model, the reason i chose glasses is to show that someone has been down in the basement recently and i plan to add a break within the glasses to show that there could have been a struggle.  

LO1
this hole model was created out of two cubes and a cylinder, because i lost the original screen shots for this model i am going to describe in detail the simple stages i went through to create this model.
 i started out with a plain box that i squashed on a single axis to turn it more into a rectangle on one side, i pressed alt b to bring up the back ground image options and then inserted a image of a pair of glasses front facing, i will use this image as reference to effectively trace.
extruding from the right side of the box i extruded twice.
when i came to the part of the glasses where the glasses split i extruded once out to the right and once from the bottom of the cube, i extruded down five times to give my self enough editable geometry to work with, from here i used the vertexs to shape the geometry into nose guard.
the next step was to extrude to top part outwards, when i had finished extruding along the top i began to extrude down to make the platform to extrude arms of the glasses.
finally i pulled the verts on the right hand side down towards each other and then wielded to save on polys.
 i extruded the arms out, i then extruded six more times to create the hooks at the end of the arms, i used the move and rotate wig-it to move the vertexes around to make a bend that was just a little bit less than 90 degrees.
i mirrored the whole model and then bridged the gap between the two halves to make a complet glasses frame.
to make the lenses i first took a cylinder and inset and wielded each side so that there are no engons, i then shaped the vertexes on the outside of the cylinder to fit the inside of the frame, i mirrored this lens to create the lens on the other side. 
finally to make the nose guards i simply took a cylinder and connected the verts across the front and back faces, i then squashed the cylinder to make it more of a oval before pulling the top and bottom verts forward to make it 1/4 moon shaped from the side.
LO2
these are the maps i used on this model
diffuse map
normal map
opacity map
spec map
finished textured 
LO3
for this model i used a MR area spot light to light the scene,  I shrunk the cone so the light hot spot would be more focused light a torch light, i also gave the light a slight fall off but not as much as I've done on other models because i need to light to be focused but still look realist. 
the reason I've chosen to render this object in torch like light is because this is a small object and would only be seen if the player was directly looking at it. 

this is a low quality render to see how my work was coming along
final render

I have imported this model into UDK:


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