3d modeling/art
The collection of 3D arts made for academic purposes/university works
Primitive model (robot Design)




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Tools used - Standard Primitives, Extended Primitives, Dynamic Objects, Modify, Transformation
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Processes:
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I started off with the basic step of building a body by using the Standard Primitives and the Extended Primitives
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From the Standard Primitives, I use the basic object models to create the robot. The spheres became the main body and the joints for the body parts to move. Box models are the body parts for the robot: the hands, middle fingers, wrist, and part of the feet. Lastly, the cylinders became the forefingers
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With the robot’s body displayed, I can now start applying details for the robot. I use the Extended Primitives and Dynamic Objects for adding extra details to the robot, in order to make it more appealing and aesthetically. Examples would be the wires, the tail, the bolts on his hand, toe of the feets, ears, and the eyes
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Using the Transformation tool, it will allow me to move objects to where they need to belong
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For the arms, wires, and the tail, I use the Modify tool by choosing the Bend tool from the Modifier List. The Bend tool allows me to bend objects thus giving the advantage for the robot to look more appealing rather than having its body parts in a straight line, making the robot a bit dull.
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Software used - 3Ds Max 2022
Complex Model (3D Tools)




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Tools used - Standard Primitives, Editable Poly, Transformation, Material Editor
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Processes:
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The first 3D tool I made was the Hammer. Since the hammer is made according to follow along with the tutorial videos provided by the professor, I will continue to apply the written process of this project.
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Before I can start, I need to have an Image Reference in order to make the tools into 3D. First, I applied the plane and scale it large enough for me to make the models. Then I select the Material Editor from the tab display or press the hotkey “m”
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I adjust the settings for the Material Editor by turning on Show Incompatible, applying Standard (Legacy), changing the Diffuse into Bitmap, use Apply Material into Selection and Show Shaded Material in Viewport
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The hammer begins with a cylinder from the Standard Primitives. Applying its position from using the Transformation tools, I can now process the Editable Poly Mode
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Throughout the experimentation with vertices, edges, borders, and polygons, I managed to make the Hammer model accurate as possible
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The second 3D tool is the Wrench. The process of making the wrench model is similar to the hammer except the starting model object is a plane from the Standard Primitives
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Convert it into Editable Poly Mode, I went through the process of extruding and scaling the objects for accuracy
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I use the RingWave from the Extended Primitives as part of the adding details for the wrench model. I change the settings of Inner Edge Breakup for the ring wave in order to match the image reference
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Then, I convert the cylinder (Standard Primitive) into Compound Objects. Using the Boolean tool, I can make the main base and the cylinder model together by using the Union tool and Subtract tool on the cylinder in order to make a hole for the wrench and a space for the ringwave
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Adjusting the position of the ringwave completes the process of making a Wrench
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Software used - 3Ds Max 2022
Character model




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Tools used - Standard Primitives, Editable Poly, Edit Poly, Transformation
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Processes:
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Setting up the Image Reference of the Human Body View Sketch (Front and Side), I begin the process of building the Character Model. It is made according to the tutorial videos provided by the professor yet I will continue to apply the written process of this project
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The first structure to begin for the character model is the main body/chest: using the cylinder (Standard Primitive) as a starting point, I change the perspective view by setting up the Front Eye View. From adjusting the cylinder’s position, I can use the hotkey (Alt + X) to make the object enter Transparent Mode
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Using my experiences of Editable Poly mode and changing perspective views, I have managed to create the Main Body of the model from extruding and deleting polygons, moving and using the target wield tool for the vertices to connect
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For the body parts: the arms & legs, hands & feet, and the head all applied to similar steps and my experience with Editable Poly Mode
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During the process of the arms & legs, I need to delete half of the polygons on the Main Body. This will make it easier for the making of the body parts just once instead of two
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After the Head, I use the Modify tool to make the model structure enter Symmetry mode. Then I use Edit Poly for making fixation and address more details such as the muscles and facial features
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Software used - 3Ds Max 2022
Environment model




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Tools used - Standard Primitives, Splines, Editable Poly, Transfomation, Boolean
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Processes:
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Before I begin my process of creating the environmental model, I need to create an original design before applying it as an Image Reference to 3Ds Max. Then, I can begin the creation process of the Modular Walls and Floors
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The Modular Walls begins with the basic object models from the Standard Primitives which such as boxes, cylinders, planes, and spheres
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By converting all objects into Editable Poly Mode, I can use my experience on adjusting the vertices, edges, and polygons along with the Transformation tools
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For the 3rd wall in the 1st image above, I use the Boolean tool to make the cylinder and partial of the wall structure into union before I could subtract the cylinder. This makes the wall to have a hole, thus a round-shaped window frame
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The 2nd wall contains a statue that resemble a guardian creature. The statue was a separate model from the wall. It was constructed by using the cylinder and the plane as the starting point
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The wall corner was created from using 2 wall structure types; the windows and the statue holder. By adjusting the position of the 2 walls will allowed me to create a 90 degree angle wall corner, using the Standard Primitves and the application of Editable Poly Mode
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Once the wall structures are done, I can now apply colors in order to make the interior design of the room more appealing and aesthically to the theme I chose (The theme I am aiming for is Fantasy & Ancient)
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The process of the Modular Floors is similar to the Modular Walls except I use Splines to create the floor design by changing the thickness size of the line. Then, I applied the colors once I am finished constructing the floor design
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I can now proceed to construct an enclosed room by using the finished Modular Walls & Floors and adjust their position from using the Transformation tool
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Software used - 3Ds Max 2022
Textured Scene




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Tools used - Standard Primitives, Transformation, Unwrap UVW, Edit UVs, Material Editor
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Processes:
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The barrel was constructed from the following tutorial video provided by the professor. I will apply the written process of the 1st model
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The barrel is constructed by a cylinder, an object of the Standard Primitive. Converting the object into Editable Poly Mode will allow me to change the vertices, polygons, and the edges
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Once the object is accurate enough according to the Image Reference, I can proceed to use the tool Unwrap UVW. Unwrapping the object has allow me to see the green seam lines and adjustments
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In the adjustments is the Peel tool. I applied the Peel tool to the barrel object by clicking the edges and continue before right-clicking it to make the tool disappear
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I started peeling the barrel by starting on the inner face (Top and Bottom) and the edges starting from top to bottom and the rings around the barrel
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After using the Peel tool, I open the UV Editor to see the polygons overlapping each other. By selecting all polygons and using the Pelt Map tool, the polygons will compile into a similar structure
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I assemble and separate each polygons in order to make the editing process clear
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Throughout the adjustments of the polygons by using the tools in the Edit UVs such as reshaping elements and make the edges match from quick transformation tool
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After clearing out and few adjustments to the polygon segments, I organize the polygons by moving all into the gray box
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Rendering the UVs will allow me to applied textures for the barrel
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With the textures and details applied, I collapse all on the modifier list for the barrel and use the Material Editior to apply the texture
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The process of making the 2nd model, the Japanese Paper Fan, is similar to the barrel process except the texture must be original
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After I render the UVs, I start creating the design in more appealing for the paper fan. Once I am satisfied with the result of my original design, I can now proceed to adjust them into texturing
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With the original design applied as the texture for the Japanese Paper Fan, I can now continue the same step I did with the barrel model
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Software used - 3Ds Max 2022
Character Rig




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Tools used - Weight Paint, Skin, Mesh Smooth, System Tool - Bones, Select and Link, IV Solvers - Limb, Splines
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Processes:
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Going back to the previous project, the Character Model, I went to the Modifier List and selected Mesh Smooth to make the model look realistic related
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After collapsing all in the modifier list, I select Freeze Selection to make the model in order to avoid making mistakes on the polygons accidentdally
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Next, I selected System to apply the bones into the Character Model. By clicking again will allow me to add the distance and another bone. Adjusting the angle and distance to make the bones look accurate as possible for the body parts.
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Starting with the right leg, I start apply the bone and continue to make distance from the bone and the polygon mesh. Once I finished applying the bone to the right, I adjust its position using the Transformation tool. Then I decide to clone the bones of the right leg for the left leg
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The process of applying the bones into the arms is similar to how I applied them into the legs
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As for the chest, the neck, and the head, the process is the same except I don’t need to make a clone
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Once I named every bone after the name of the human bone/body parts, I applied the linking system for the arms & legs connected to the middle bone part
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After a few checks of moving the bones to see if it’s flexible and connected, the next step of the process would be apply the limbs to make each part of the bone move instead of whole
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Using the IV Limb Solvers, I can applied the solvers from the top to the bottom such as applying the 1st bone of the right leg to the bottom of the foot. The process of adding limbs will be addressed to the arms
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With all of the limbs added, I continue to name the limbs
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Using the splines will allow the control system to applied on the movable body parts. By adding various splines to represent the body parts to move (EX: the boxes are for the feet while the circles are for the arms, hands, and waist). After naming the splines, I use the Select and Link tool to connect from the splines to the limbs, making the controls for the body parts more usable to move
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As I unfreeze the Character Model, I use the modifier list to apply Skin on the model. From applying the bones into Skin to selecting Edit Envelopes, the weight painting process will applied to all of the body parts
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After every weight paints I applied to the body part, I exit out the Skin tool to check if the mesh looks stable or not. If not, I can go back and make some adjustments of the weight paints
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Software used - 3Ds Max 2022
Character Animation




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Tools used - Keyframes, Transformation
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Processes:
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Using the character/creature model, Tailor, provided by the professor, I will apply the written process of this project
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Inserting the keyframes of each body parts will allowed me to make adjustment of movements for Tailor
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To set up the 1st half of the required keyframes, I decided to make the idle animation for Tailor which is a minor movement for the characters (Adds a small detail to the characters)
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Before I would start the process of 3D animation, I need to set Auto Key on so the animation will be ready to issued movements coming from the character
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Using the Transformation tool has helped me to create partial movements of the character. Following the 12 Principles of Animation, the animation process will include a ton of adjustments and fixation of Tailor’s idle movements
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Once I was satisfied of the tail and body movement during the animation play, I can proceed to make some custom animations for Tailor
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The custom animations follow the similar steps of how I make Tailor’s idle animation. Tailor’s custom animation is jump in the air once and moving around the grid in normal speed twice before returning to his original position
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Software used - 3Ds Max 2022
Complex Model (Maya)




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Tools used - Pan Tool, Object Models, Edit Poly, Mesh Display - Apply Color, Transformation
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Processes:
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I begin the process of creating a complex model in Maya by making the design of the original weapon
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After I finished the weapon’s design, I import the image into Maya and ready to start the creation process
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Using various object models (cylinders, planes, boxes) to create the main base of the weapon, I use the Pan Tool to rotate and drag the view around the model.
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From the use of the transformation tools to apply the Edit Poly tool, the main base of the weapon is completed.
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For the sub-parts and partial of the main base for the weapon model, I apply the Mirror tool to make the weapon accurate as possible according to the Image Reference. It also makes the creation process easier and a bit quicker.
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After using the Connection tool to link the parts of the weapon together, I decide to apply colors onto the weapon in order to make the design colorful and aesthically to the theme (The theme I am aiming for was Fantasy)
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Software used - 3Ds Maya 2022
complex model & fx (maya)




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Tools used - Pan Tool, Object Models, Edit Poly, Mesh Display - Apply Color, Transformation, Hypershade, Glow FX
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Processes:
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The creation process of the next original weapon will follow the same step of the previous project I have done: the Complex Model (Maya)
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After making few adjustments and fixations on the 2nd original weapon, I use the Hypershade tool. By selecting on a specific polygon, I select Lambert, change the colors to match the Image Reference and changing the transparency
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As I applied the material (Lambert) into the selection, I went to the Attribute Editior and change the Glow Intensity
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With a few changes on the Glow Intensity, I render the model structure and change the settings to check if the polygon’s glow effect is too strong or too weak
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If the effects are either strong or weak, then I have to go back and lower or increase the Glow Intensity. Once I find the glow satisfying enough, I can continue to use the same step on the other polygons that needs the glow effect
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Software used - 3Ds Maya 2022
3d Vehicle Model (maya)




3d Character Model (maya & Zbrush)



