-A British 'Brodie' helmet
-An enamel mug
-A bayonet
-A wooden crate
-A SMLE ammunition clip
-A tin plate
-A modular section of barbed wire
-A British SMLE rifle
-A hand grenade, or 'Mill's bomb'
-An individual .303 round
-And a British, Mark 1 Tank
My model of a 1907 pattern bayonet |
The wooden crate model, awaiting texturing |
The low-poly model of an enamel mug |
A high-poly version of an SMLE stripper clip |
High-poly Mill's bomb model |
The British Brodie helmet model |
I have found that using reference images is very important if you are modelling man-made objects, with strictly defined detentions and angles. Ideally, you would need high-resolution images of the objects, with views from the side, both if necessary, front, back and top views. I have found finding, good quality images for 3D modelling a challenge. For most of the objects I have made, I have had only had a collection of 3 quarter views to study. However, for example, I did manage to get hold of good side-on views of the bayonet, grenade and rifle models.
Efficiency is vital for creating good 3D assets for a game engine. I have learned that there are certain tools in Maya that are not suitable for creating models for games. Also, there should be no hidden faces on a finished model. Furthermore, I have discovered that there seems to be a delicate balance at the core of 3D modelling. That a balance exists between creating a model that is realistic looking as possible, and that is using a minimum of polygons. The models i have created so far are by no means perfect, but I am eager to learn and improve, so I may produce professional, efficient models, appropriate for a game engine. And I suppose that is partly the goal of my brief, to successfully import a scene into a game engine.
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