3D Hard Surface
After thinking for a while, For hard surface modeling, I decided to mode a turret. My basic idea for the turret was to instead of taking references and model as it is, I am thinking to take two or three references and merge them and create one out of it.
Design and References
Initially, I considered modeling a sci-fi turret, but the few references I could find primarily used simple shaders rather than textures. I therefore chose to use the stylized ancient, rusting turret. Additionally, I was able to locate a lot of turret references.
Planning and Management
Since the turret is stylized, It should not contain a major amount of details. For the main body of the turret, I decide to come up with a list of objects which I can add from the above references. So I first came up with the basic body of the Turret which includes
the foundation that the Turret will stand on
The design of the Turret
The machine near the turret with some detailed wires.
Eventually, I decided to go for the base of the yellow turret body of Dark green and the machine of the black one from the above references which I collected.
Furthermore, to simplify the workflow, I came up with the mindmap for this project as follows
Modeling
To start with, I created a base for the turret according to the reference and started to build up the whole body step-wise.
The main body was a little bit tricky part as it has many holes in it. So I tried to make it with a box modeling but I was facing many issues while adding supporting edges to it.
So I initiated a different approach to the main body. I started modeling with the holes and later tried to connect them and mirror them. After getting done with the holes it was quite easy to connect them in such a way that it created the whole body.
Additionally, to give it a unique look, I decided to add a missile on the upper side of the main body
To model a missile, I came across many references.
I eventually finished the base and the main body. I decided to return to the main machine as a result. I gradually began incorporating tiny details.
I embellished the model with numerous small yet crucial features. For example, I added a pipe and supporting plate for a machine to make it appear somewhat sensible.
After being done with the blocking, I decided to save it as a backup and create two files one for the blocked model and the other one for the sub-divided model. I feel like It will be easy for me to troubleshoot If I face any issues while subdividing the model. So for precaution, I created a backup file.
I discovered that not all of the models are required to subdivide while dividing the models. For instance, regarding the video that I mentioned, which is located at
https://canvas.kingston.ac.uk/courses/26405/discussion_topics/452858
I did not subdivide the cylindrical models with less detail. I learned from watching the video that we can apply a smooth preview when rendering, and that way, the UVs won't get messed up.
Additionally, when I was adding support edges to the base, I realized that there were a lot of edges and that the edge flow needed to be improved. I found that I was having the same problem at the time, so I decided to use the sessions offered in the Canvas portal and also referred to outside tutorials for workflow management.
Among the tutorials I found was one from Elementza.
https://www.youtube.com/watch?v=PVvyc9Y0xmA&t=1308s
I learned how to reroute the edge flow with numerous examples from this video.
Before
Before adding support edges to protect edges, the edge flow in the photos above was quite congested. However, by rerouting the edges, I was able to maintain the edges preserved and ensure that the cylindrical section remained unaffected.
Unwrapping
After completing the modeling I did the UV mapping. As a workflow, I decided to use UDIMS to have a better resolution with a good pixel density.
High poly Detailing
I decided to give the hard surface and base models some dents. Hence, using Zbrush is the most effective method. I imported the specific models into Zbrush and used Trim Dynamic Brush to apply some surface dents to the models.
Texturing
I decided to use the same basic color scheme throughout the entire model to texturize it. I utilized grunge maps and several paintbrushes to help develop the finer details. I utilized the generator to add rust, which allowed me to create the prominent details.
I also discovered the many standard maps and tried to utilize them as additional storage spaces for panels, screws, and other components on a model.
Lighting
I have a four-point lighting arrangement for illumination. To light up the machine and the little things, there are two backlights, one fill light, and one key light.
Final Render
Self-Critique and Consideration
I think that this project enhanced my technical and practical skills in so many ways.
I believe that even though I understand Maya rather well, I still need to practice hard surface modeling more to gain a deeper knowledge of edge flow rerouting.
Due to non-planar geometry, there were not many subsequent efforts at UV mapping in this project. I believe that to reduce the problem and save a significant amount of time, I need to improve my modeling workflow.
To conclude, I am aware that there are a lot of areas to improvise and I think I have learned from my mistakes.
However, I am happy with my journey until now. Even though I could have managed more appropriately. I tried my best and this is the most important thing for me.
Thanks for reading and see you at the next one.
Maahish.
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