3D Modelling: Project 2

19/6/2024 - 10/7/2024 (Week 9 - Week 12)
Seh Zi Qi/ 0355872/ Bachelor of Design(Honours) in Creative Media
Module Name: MMD60804/ 3D Moddeling
Project 2

LIST

Project 2: Theme Scene-Based Modeling



LECTURE




INSTRUCTION

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PROJECT 2: THEME SCENE-BASED MODELING

"This project will be focusing on themed based scene modelling from 2D concept art (original) either by using simple organic or hard surface modeling. Good lighting, composition and rendering are
essential. Final artwork will be presented by using CPU based rendering preview."

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Research

Before going into the 3D modelling, I went ahead with searching for some references on Pinterest to give me an idea of what I should be doing. I just wanted to do something aesthetic for this class and most of the references that I've found were kitchens so I decided to do a kitchen.

Fig 1.1, Pinterest Research

After going through the different layouts from different artists, I decided to go with this specific image since I had gotten approval from Mr Kamal to proceed with a similar style of the image.

Fig 1.2 Reference for Theme Scene-Based Modelling

I then made a simple sketch of my own layout of the kitchen.

Fig 1.3, Sketch of Theme Scene-Based Modelling Layout

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Progress

Room Making Progression

Before creating the isometric room, I needed an isometric camera angle to simulate my final product. To do this, I go into the camera settings and change the lens type from 'Perspective' to 'Orthographic'.

Fig 2.1, Orthographic Lens

Once I was done with the camera angle, I created the isometric room needed. I started off by selecting the cube and going into Editing Mode; After that, I chose the vertices that I needed to delete, A.K.A the closest one to the camera, then added the modifier 'Solidify' to create thickness to the room. 

Fig 2.2, Creating Isometric Backdrop

Now having an isometric room, I went ahead and created the fridge needed for my kitchen. Using a cube as a base, I loop cut places and the edges to create a bevelled look when I subdivide it. The handles were also done similarly.

Fig 2.3, Fridge Progress

Next, I went and did the flooring and top part of our room for a more refined look. The flooring was made with a cube with a slight bevel, adding the modifier 'Array' to create a flooring pattern. The top part was done similarly to the isometric backdrop, but instead of the closest vertice being deleted, it was both of the vertices closest to the camera; I then added the 'Solidify' modifier and a slight bevel.

Fig 2.4, Flooring and Top Part Progress

Then, I went ahead with creating the window frame. By using a cube and selecting it from a certain angle, deleting the faces of the specific angle, and using the 'Solidify' modifier, I was able to create a simple window frame. I also added additional cubes to add to the window's charm as well as beveling everything.

Fig 2.5, Window Frame Progress

After that, I went ahead with making the window which I followed a YouTube tutorial to create the transparency that windows have. By changing the values of the specular, roughness, transmission and alpha to 1, 0, 1, 0.5 and changing the blend and shadow mode from opaque to alpha blend and alpha clip, we achieved the transparency.


Fig 2.6, Window Progress

And then, I went ahead with creating the different appliances that kitchens have and I started off with the sink. Using the cube model as my base, I created a countertop by scaling it up and sideways while the sink was made by duplicating the same cube model, sizing it down, and protruding it out to signify that it's the sink space. I duplicated the same cube model again, sizing it down further to the desired cut-out for the inside of the sink and multiplying it again to 'Difference' it in the Bool Tool sidebar.

Fig 2.7, Sink Progress

Furthermore, I started on the faucet for the sink. I started off by using a cube model as my base, extruding, rotating and bevelling it to create the faucet.

Fig 2.8, Faucet Progress #1

Even though I did what I could with my own abilities, it still looked weird so I asked my friends for help. They gave me a YouTube tutorial that uses the 'Spin' tool in Edit mode which creates the perfect bend that faucets have. I indented and extruded the part that's pointed towards the sink inwards to make it more realistic.


Fig 2.9, Faucet Progress #2

Now that I was done with the faucet, I created the faucet handles. Starting off with a cylinder model as a base and by using the 'Indent', 'Extrude', 'Move' and 'Bevel' tools, I was able to achieve the look I desired.

Fig 2.10, Faucet Handle Progress

Once I was done with the sink, I went ahead and created a new countertop with the same method as before and started to work on the oven; I followed a YouTube tutorial to make the oven only as I didn't really know what I should start with. 

The oven was made out of 4 individual cube models that have been bevelled; The oven door was achieved by using the 'Indent' and 'Extrude' tools where the extruding goes inwards. I then added an area light source and placed it in the indented area of the oven to make it look like it was cooking something


Fig 2.11, Oven Progress #1

After that, I added the knobs on the oven by using cylinders, indenting, extruding and bevelling it. For the oven handle, I added 2 cylinder models for the attachment and using a cube model as a base, I resized it to a long rectangle and added loop cuts to use the 'Proportional Editing' tool in Edit mode to achieve the curved look that handles have.

Fig 2.12, Oven Progress #2

Next, I created the stoves and stove teeth on top of the oven. By using a cylinder model as a base and indenting and extruding the shape, I was able to make the stoves. Then for the first attempt for the teeth, I decided to just a cylinder model, add loop cuts and use the 'Proportional Editing' tool to create the outcome but it just looked really weird. So I decided to ask my friends for help and they guided me during the second attempt which is where I used a cube model, scaling it down, resizing it to a tall rectangle, adding loop cuts and moving it with the 'Move' tool to create the sharp and better-looking stove teeth.

Fig 2.13, Stoves & Stove Teeth Progress

After I was done with creating the stovetops, I went ahead with making the kitchen hood. Using the cube model as a base, I resized with the 'Scale' tool, and using the 'Extrude' and 'Scale' tools in Edit mode, I was able to achieve the outcome I wanted

Fig 2.14, Kitchen Hood Progress

I then went to the bottom of the kitchen hood, indented it and extruded it inwards. I also added loop cuts and extruded it inwards more to create the filters. Once I was done with everything, I bevelled the hood to create the style I desired.

Fig 2.15, Kitchen Hood Details

Once I was done with the kitchen hood, I started to add the cabinet on the top as well as the cabinet doors on the side of the blank faces of the countertops. Using the same cube that made the countertop, I duplicated it and resized it to the desired size; I then use the 'Array' and 'Bevel' tools to create both the cabinet doors and the knobs which were the faucet handles, this technique was repeated on all the cabinet doors.

Fig 2.16, Cabinet Progress 

Then, I decided to make the trash can following the sketch I made before but instead of a cylinder, I made it using a cube model and by indenting and extruding inwards to create the base. Adding more bevelled cubes to create the details like the flap door and the step on the trashcan.

Fig 2.17, Trashcan Progress

Now that I was done with the layout of the kitchen, I started making the different kitchen utensils or things that can be found in kitchens to add more character to the layout. I started by making the potted plant as I had a specific look I wanted the plant to have. 

Using a cylinder model base, indenting and extruding it helps make the pot while the dirt was made with a sphere and deleting the bottom half of the faces. Then I created the face of the leaf by using a plane, using the 'Move' tool in Edit mode, indenting the desired shape twice and extruding the inner part to create the indent I wanted.

Fig 2.18, Making Potted Plant Progress #1

After that, I mirrored the plane using the 'Mirror' tool, applied it, joined both the panels, selected the lines that needed to be attached and used the 'Bridge Edge Loops' to make it a 3D Object. Once I was done with making the initial shape, I bevelled the edges that I wanted to be round and used the 'Bevel' modifier again to create a more high poly leaf.

Fig 2.19, Making Potted Plant Progress #2

After all of that, I duplicated the first leaf, turned it around, resized it smaller and placed both leaves into the potted plant to achieve what I wanted

Fig 2.20, Making Potted Plant Progress #3

I then made a chopping board and added my knife from Project 1: Hard Surface Modelling as an easter egg for anyone who knows where it's from.

Fig 2.21, Chopping Board Progress

I then made different-sized jars, plates, and bowls placed them where I saw fit and finished it off with a rug on the floor as it felt bare. All of these were achieved by using the 'Indent', 'Extrude', 'Move' and 'Bevel' tools in Edit mode.

Fig 2.22, Kitchen Utensils Progress #1

Fig 2.23, Kitchen Utensils Progress #2

Fig 2.24, Placement & Rug Progress


Colouring & Lighting Progression

Now that I was done with the modelling part, I went ahead with the colouring part first. Since the original style only had a minimum of 3-5 colour palettes, I decided to go onto Color Hunt and search for a specific colour palette that I wanted. 

Fig 3.1, Color Hunt Website

The colour I ended up going for was on the red side because I was thinking about my OC, the Original Character, Raina Jenesis who's a chef Dragonborn whose skin was red. After all, her being one of the many descendants of the red fire dragon.

Fig 3.2, Red Colour Palette

Once I was done with colouring, I started on the lighting. I wanted to showcase the light that comes through the window but I had a hard time adjusting the lighting which made me give up on the idea. So I decided that I wanted to do volumetric lighting since my friend mentioned it would look really good and he was able to find a YouTube tutorial that explained the process easily which marked the end of this project.



Fig 3.3, Lighting Progress


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FINAL Theme Scene-Based Modeling

Click here to download the Blender File:

Fig 4.1, Final Project 2 Theme Scene-Based Modeling

Fig 4.2, Final Project 2 Theme Scene-Based Modeling Wireframe



REFLECTION

This project was quite fun to do as I have always seen videos that were made in Blender, with a lot of details that would've taken a lot of time and experience to do and now I'm the one to do it which is a really cool thought to think about. I was able to learn a lot of new techniques like the Spin tool and Array tool which made the project a lot more easier than the previous one; I also had more experience which made this project feel more easier although I still had a lot of things I struggled with. One of the struggles I had for this project was the lighting because I couldn't figure out how to do volumetric lighting which adds a layer of depth towards the finished rendered image; But my friend helped me find a YouTube tutorial which helped me quite a lot and I'll hopefully be using in the next projects. Overall, this project made me realise that 3D modelling can be quite fun and I was able to learn a lot of things from different people as everyone has the same shared goal of achieving the desired shape they look for.


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