3D Modeling / Project 1 (Hard Surface)
June 19, 2024 - July 03, 2024 / (Week 8 - 10)
Anandya Dewi Saputra / 0354651
3D Modeling / Bachelor of Design (Hons) in Creative Media / Taylor's University
Project 1 / Hard Surface
LECTURES
INSTRUCTIONS
In this project, we will focus on creating a 3D model of a hard surface object from one of the following categories: Car, Gun or Arm, Automated machine, or a mechanical device. First of all, we have to look for some references or at least blueprints of the chosen object to help in modeling. Applying the Polygon methods and strategies studied, produce the model of the selected object with precision. In this case apply the right material, and textures so that the model looks as real as possible. Arrange the lamp and render through the ‘Eevee’ or ‘Cycle’ mode in Blender. The final output should be in 1280 x 720 resolution and the format should be in PNG. I began by creating a mood board to outline my vision for a weapon inspired by one of my favorite video games, Valorant. My goal was to design a gun skin based on the character Viper, who is associated with snakes. Initially, I planned to base the design solely on a poisonous snake theme, but I felt that drawing from a single source was too limiting. To add more depth and uniqueness, I decided to incorporate elements of one of my favorite gemstones, emerald. I started the mood board by collecting various images that captured the essence of both themes I wanted to blend.
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Once I was done with the mood board, the next step was to do a sketch in Photoshop. At the start of the project, I wanted to draw several illustrations to establish various concepts that can be adopted. However, I discovered that this project mainly focuses on modeling, particularly by using references. From this, I decided that I could enhance and improvise the design at the different stages of the modeling. In my vision, I would like to have the snake head located more forward facing the barrel in order to create the image of the dangerous weapon. The snake body would then, smoothly glide and wrap over the gun barrel and continue to wrap around the trigger handle. After I was quite sure of the direction I was taking in my sketch, I proceeded with it, realizing that the design could always be improvised during the modeling stage from there onwards.
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| Fig 1.2 Snake Gun Sketch Revision |
Fig 1.3 Weapon progress in Blender |
I experience a lot of challenges when modeling it because it is hard for me to think and visualize which part should be thick and pop up and which part should be thin. The sketch that I initially drew and put in Blender made my problems worse because I began getting too attached to it, which makes it difficult in any case to try to replicate exactly. Although the sketch is drawn as a guide, I continued its use and improvised freely to build the modeling in an attempt to address these issues. I focus on finishing the body first before moving on to the head which I would for sure rather improvise than trace from my drawing.
Fig 1.5 Weapon progress in Blender. |
I made the back of the weapon a bit tricky to carve since it was supposed to represent snake eggs, and the three stones on top of it represent how snake usually lay their eggs supposedly around 3 to 12 eggs in one birth.
Fig 1.6 Weapon progress in Blender. |
I made the snake blocky because everything carved from
emeralds seems to look more blocky and faceted and since the concept of the
weapon is based on snake-carved emeralds. Maintaining the aesthetic of the
original design/concept was important for me in the creation of the model as an attempt to
capture the essence of the design was needed. It took me a lot of time to
model the branches because of the details involved in making these pieces, and it was hard to maintain the blockiness since it was too small. I face a lot of hard times completing it, especially after finishing the detailed aspects of the model like the blocky branches and snake.
However I was satisfied with the modeling and it made me even more curious to wonder how everything I have created will look in the end, while
working on the rendering.
At first, I had the weapon with a duller surface since the inspiration I took to sketch and model was based on the game Valorant, and most of the weapons there didn't have a glossy finish. But after I layered in the paint, I noticed that the matte finish did not look all that well with the emerald snake. The absence of shine makes the appearance of the snake look flat, and the dull/matte color does not bring out the life of emeralds that people are used to seeing. Therefore, I changed the material properties and added a slight amount of shininess to the body of the weapon. This slight addition improved the look of the emerald snake and gave it a better essence, setting it off well. I was happy with the result and therefore went on to render the model having got a satisfactory image of the weapon after further adjustments, I saved the rendered image in PNG format but I felt like it was missing a bit of composition so I added some stones and other lighting for the final submission.
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Fig 1.9 Project 1 weapon rendered |
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Fig 1.10 Project 1 weapon rendered. |
I would like to say that I believe this is one of the toughest assignments that I have ever done. I had to hire a tutor to be able to teach me and introduce me to all of the features that Blender has from the very basic to the advanced level since giving myself the "self-taught" wasn't helping. I had to spend sleepless nights in order for me to finish this project since I had countless trials and errors, and I also had to balance between this project and other modules. However, I feel very happy that I finished it well since I thought to myself that I would complete it badly which turned out to be not true.





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