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Ants was my first go around at organic type 3d modeling. It was achieved utilizing
3D Studio MAX 2.5 and the modeling technique used was Sub-Object Modeling. For anyone unfamiliar with
Sub-Object Modeling, it is the procedure of manipulating the basic geometry of vertices, faces, edges and
patches. This type of modeling is very much like sculpting, hence modelers adept at these techniques are
often called vertex sculpters.
The ant model was created from a primitive cube, sub-divided a number of times and converted
into an editable mesh. I then began to sculpt the ant using various tools such as extrude, bevel, scale
rotate, etc. Only half the ant was modeled. Once half the ant was complete, I mirror copied the ant, welded
vertices and then finished the ant model by applying a meshsmooth modifier.
Spaceplane was also created utilizing 3D Studio MAX 2.5 The modeling
technique used was also Sub-Object Modeling. Prior to "Ants", the spaceship model was actually my first attempt at this
type of modeling. The modeling was simpler but still identical in procedure as to the "Ants" model.
A primitive cube was the starting point to this model which was again sub-divided a number of times, converted to an
editable mesh and ready for modification. With the use of UVW mapping and a 3D Studio Max standard material map
(Brushed_Metal.jpg), I gave my spaceship model a camouflaged appearance that sort of matches the colors of the sky background.
Nothing too complicated here
Farmhouse was created utilizing MicroStation 95 and the modeling
techniques used were identical to what I had used in creating the TrekWarz models. The modeling tools used
were lathes, lofts, boolean operations, extruded 2d shapes and fence stretch manipulations.
The Farmhouse interior is also modeled, to include living room furniture, tables, chairs,
kitchen cabinets, ceiling fans, etc. The interior model was never entirely completed. I abandoned the model to focus
more on learning 3D Studio MAX. I had high hopes of convering the "Farmhouse" model, as well as the "TrekWarz" models, into
3D Studio MAX (.max) format. This never happened because the DXF translation between MicroStation and 3D Studio MAX
didn't work out very well. Once the translation was completed, it basically left me with an unusable model.
Eagle-01/02/03 is the latest project I've been working on. The Eagle design
is from a 1970's sci-fi television show; Space:1999. I created the model with a variety of techniques utilizing
3D Studio MAX 3.0 For the upper, side and lower tube frames I used primitives and modified them using boolean
operations. I then linked the entire tube assembly together. In other areas of the model I used 2d shapes that were
manipulated using the lathe and loft commands.
All three Eagle images displayed are preliminary. Presently, the Eagle model has a number
of funky colors assigned to it's various different parts. These colors will be replaced with the proper material
mapping in the near future. This will be done with the use of UVW Mapping and the appropriate spacecraft skins. Proper
lighting adjustments will also be made.
There are still a number of modeling issues that I need to address. Once the Eagle is
completed to my satisfaction I plan to animate it and make a short movie. The Eagle will most likely be the last CG
spacecraft that I will create. It seems no one really pays too much attention to this type of modeling, as well as
path driven type animations. For my future projects I plan on focusing more on character modeling, such as my "Ants",
as well as character animations with the use of inverse kinematics.
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