Wednesday, August 19, 2009

Making of Falke II

More detail on the modeling process.
When modeling Sub-D, I follow a concept that I call 3-edge-corner. Where 3 edges define a relative sharp beveled corner. More edges make it sharper, less softer.
The gab was modeled by slicing the geometry first, then bevel the edge to get 3 segemented polygons followed by an extrude of the middle section.
Of course that sounds too easy. Large Polygons can be tricky, so I try not subdivide the basis first before cutting gabs into it. Anyhow, I'm quite old fashioned and try to avoid to many polygons. Maybe it's part of the fun too.
Here you see more complex corner. As you see corners can look different. I matters how the adjoining polygons look like.
This one is really hard to master and you still see that the final result is not perfect. Anyhow I had no time to dig into this small detail whit more subdivision iterations. In the end it can look much more interesting if the surface isn't so perfect smooth. Well, and in the end the model got a lot dirt and scratches, so it became invisible.

Hope that the images can teach a little bit about what I do in detail.

Making of Falke

While I still had no time to do any movie, I collected a few images of the modeling progress to help people understand how I do SubD modeling. Hope it clears some question. But don't be affraid I have still tons of material for this blog.

Ma. K. Falke

3d model from the maschinenkrieger 'falke' plastic set.
This set was a fantastic occasion to do a 3d model entirely in Modo, using sub.div surfaces, uv-maping, painting and the render output.
The background of the model was found using Google. Once I get a chance to fly through the dessert with a jet plane I will do my own footage. :p
I'll try to do a making-off on the next model, but hey I'm happy to get time off work to do some personal stuff anyhow.