3D-Modeling (Project 3) Final Project

Samer Muhamed Usef / 0357036 / Bachelors of Computer Science (Hons)
3D Modeling
3D Modeling Project 3 (30%)
(Week 11 - Week 13)

MODULE INFORMATION


Week 11 & Week 13

For these two weeks with week 12 being a public holiday, our teacher had checked on everybody's past works of project 1 and 2 with critical feedback on improvement of our models which sir had told us with mine consisting of: 

Project 2: Camera shall be lower, Lamp Pole should reflect light on the ground

Therefore, I had went through these models again and worked on them based on the feedback and sir guidance on the issues.

Project 2 : Updated Final Output

Project 3

To start off this project, I looked through different characters I could model with the skills and  techniques I have gathered throughout this module to and went with something that was doable and wasn't too detailed for a characters.

With research, I found out the right model to make and bring into life that would be the character "Gwen Stacy" from into the Spider-verse also known as Spider Woman.


Reference Model : Gwen Stacy
  



Character Detail #1: Head Modeling

To start off the model, I began with the head of the model by using the cube mesh and subdividing it by 5 and increasing the smoothness to 1 which gives forth a spherical figure and from there, with the help of "smooth" and proportional editing, I matched the x and y axis's reference points of the photo with the head's model to get me the heads shape.



Character Detail #2: Upper Body

Next up, for the working of the upper body, I used a cylinder mesh and started of from the neck of the head all the way to the lower body by using the techniques extrude and scaling alongside looking at the x and y axis of the reference photo to align in properly. For the arms I have made in the model, I had selected the faces that were representing the starting off line of the hands from the body and extruded it while referring to the reference photo and continue scaling and extruding to get these hand results.   




Character Detail #3: Lower Body

Lower body closely followed the technique of the upper body by extruding and scaling down while referring to the reference photo of the model to stay consistent. Some additional details I have put are the knee caps of the knees which I had done by manipulating the vertex of the knee cap and for the legs which had been extruded in one direction while scaling down the feet of the legs.


Body Detail #4: Completion

Here's the completed portion of the full body of the model. The model has the modifiers Sub-division (To make the model look more realistic), and Mirror (For efficiency) 




Character Detail #5: Hands Detail

Finger modeling was done using a cube mesh with loop cuts on them to represent the fingers and bevel on the vertices of the cut portion to represent the gap in the fingers. After that, I worked on the fingers using the loop cut faces and with the help of the ad-on, 'LoopTools' allowing me to get a circular shape for the fingers and with that, I extruded the face while scaling down as per the reference photo to make a finger and using 1 finger made, I copy pasted and along the other 3 fingers spots and adjusting the size based on a real fingers sizes and lastly, the thumb was made using the same technique of extrude and scale with the modifiers solidify, mirror, sub-division modifier used.



Character Detail #6: Hood

Hood was made using the plane mesh with a loop cut on it to represent it as a 3d model and adjusted the x and y axis while extruding and scaling the hood in both the axis's as per the reference photo which got me these results and have the solidify, mirror, sub-division modifiers used on it to give it thickness, work done one side copied to other and obtaining a clean looking hood.



Character Detail #7: Eyes & Shoes

Eye also consists of using the plane mesh by referring to the photo while using the techniques extrude and scaling with the modifiers shrink wrap, to stick to the head, solidify to give the eyes thickness and subdivision for the eyes to make it look more cleaner.


Character Detail #8: Outer Suit

For the outer suits modelling I had first, selected the required vertices of the inner suit by looking at the reference photo and then copy pasted it to separate it as a individual mesh and then increased the size of the new obtained mesh which makes it look like the character is wearing a new suit and adjustments were made for the topping of the character. Shrink Wrap, Sub-division and Solidify were used as modifiers.



Character Detail #9: UV & Texture Paint

To model and paint the parts that needed to be painted, I used mark seam on different parts of the body to separate it when unwrapping and after the unwrapping began, the process of texture painting for the hands I hand to free hand draw the design of the spider on the hand and for the hoodie I had a mark seam inside the hoodie allowing me to design the spider webs easier than the how the design process was for the hands.


Character Detail #10: Shading

Shading was done to prepare the character for rending by make the character look more real as well as put on appealing effect on the character which would give forth better rendering results.


Final Model : Gwen Stacy aka Spider Woman

At last, this is the finale background I implemented with lightings around the character which gives me these results. This was by far one of the hardest projects out of the others but upon honing my skills I've learned more techniques and solutions for modelling which I didn't have in the prior projects, therefore I'm really satisfied with how the results turned out.





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