Friday, September 30, 2005

My three images.

For a bit of BLOG-and-assessment-criteria-filling, I am going to explain how I built each of my images.

PHILLHIPS Alarm Clock
This model isn’t as simple as it first looks...or maybe it is. DEFINE SIMPLE. It WAS a polygon cube, but I extracted it's
faces, divided them, extracted some more, pushed them in, pulled them out, rotated them and eventually I got the basic shape
for my clock. For the knob, I used the boolean tool to create a hole for it to sit in. The knob itself is a polygon cylinder,
with a smoothed face. The clock numbers I drew with the create polygon tool, and the text was created with the 'create text'
tool. HOW UNIQUE.



To texture the object, I used blinn shaders, turned up the eccentricity, and turned the specular down. This makes it look like
shiny metal. I used a bump-map that I made for the radio's top. That’s about it.

Play-doo

AHA! This was fun to create. It is very hard to make a naive-kind of object that may have been made by an itty-bitty kid, in
a professional 3D program...but I did it.



The play-doo creature was made several ways at first, but the best way was by using polygons. "WHAT?!" I hear you scream.
Well, before interrupting me again, let me explain. I extruded faces and split them and extruded them again to create a
robot-like block of binary. After I was satisfied it looked like a square play-doh creature, I smoothed it beyond your
imagination. Using the push and pull tool, I have it eyes and a mouth, fixed up creases and created the effect as if someone
had pushed their fingers into it to make it. That was him done. Oh yeah, and I added a blinn texture, with reflectivity
turned down.

The containers were made from a revolved CV curve. They are now all nurby. Polygons with a beveled edge wouldn’t hold my
texture. That annoyed the piss out of me, so I found another way to make the container. I added a texture and made it a
PHONG-E shade. It now looks like plastic.

The building blocks and tiles are pretty straight forward. Their edges were beveled.

Chair
My favorite image, and you can probably tell. The room is a big polgygon cube, all stretched and with different textures on
each wall and the floor.



The spotlight shade is a group of lofted nurbs circles. I used light-centric light and object
linking to make the light pass through the shade. The chair took a while. It is also made from lofted nurbs circles. It has a
rust texture I made in Photoshop, and two comfy leathery seat paddy things. Sorry about my explanations. They were made from
polygons I drew, then smoothed.


Anyway, there are my 3 pictures. If any more work is done on them, I will post it here!

Cheers.

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