Showing posts with label nurbs. Show all posts
Showing posts with label nurbs. Show all posts

Wednesday, 28 November 2012

NURBs Model - Final + Video

Here is the NURBs model with all of the parts created:


I feel there is a lot of room for more detail, specifically in areas such as the lights and screws. However, I am happy with the overall look from this camera view and the new modelling processes in which I have learned in the time which I have had.

Here is a panning camera view of the model:

Friday, 9 November 2012

NURBs Progress

(Kind of)


I have simply added a few basic objects to it since the last update. If it was real, it would now function as it is intended (yes, if it was real) as I have now modeled the lights. They may need a little more attention, though ..I'll make sure I don't keep them on, as this is bad for your eyes.


I wanted to see it a little differently, so I did a very basic IBL, assigned a mental ray shader (looks like a blinking plane!) and composited it in Photoshop.

Monday, 5 November 2012

NURBs Progress

A few more hours spent on the NURBs project/assignment. 

I reshaped some parts and added a few objects, and wires. It is starting to take shape and get more detailed. After I add all of the objects and wires, I shall then add the curves and shapes between objects which make them look smooth and as they are welded. After this, a little tweaking should be in order...


Monday, 29 October 2012

NURBs Modelling

NURBs modelling was taught as a defunct method of modelling up until this semester, for me.

It is definitely a tricky way to model, and seen as I am not a modeller and never used NURBs before now, I have chosen an object (lamp post from the Nethergate) which has a variety of 'simple' shapes, which is still mind-bloggling at this point in time to recreate. Things considered simple, such as having closed-up edges and creating bevels or adding geometry, are like quests across the antarctic for me at the moment (hyperbole, like).

After years of modelling solely with polygons, it is a bit like re-inventing bread.

The curves can create a very realistic or imperfect 'sharp' edge if utilised correctly...



Tools such as boolean, round tool and circular fillet tool cause some problems sometimes, but I have still made progress. There is still some detail to complete and adjust yet...