3D-1 Week 2: Assignment 1 – Modeling crates
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Second week of 3D, we now advance to specific props; we were namely tasked with modeling 3 individual crates, because *every* game needs (and has) crates in them. However, not all crates look alike. Depending on the style and theme of the game, even such simple props can differ vastly! The styles we had to choose from were:
My normal go-to style would be Cartoony, but I felt like challenging myself and expand my horizons a little. So, the first crate I made was to fit into the (rather large) category of Science Fiction. Crate no 1; Science Fiction Looking at references from Google and my mind, I quickly realized that what was iconic for this style, was a lot of geometrical, ”edgy” shapes! The materials are also often very smooth and reflective. Like polished plastic. Often very clear/contrasting and strong colors are used as well. Since we were only going to model it for now, this was my main focus. Now, the reason we do this was, that we need to be able to make props that fit, not only a certain genre’s style, but also a specific game’s. So, I figured I’d start there. Being a fan of the Portal series, this is what I chose! Although it has a slightly different interpretation of science fiction than most games (which take place in space), it follows some very clear guidelines, specific to the genre. Looking at references for Portal, one very iconic figure is this:
Given this, I figured I would follow this style rather closely, proving that I can model from images and also make sure that I can stay true to the style. So I based it upon the already existing cubes in the Portal series, but made it like a chest, so it could be opened. I also chose to give it a cross on the lid, thinking that this could be used in an alternate version of Portal where you take permanent damage and need to heal.
Crate no 2; Medieval The first thing that comes to mind for me when thinking of the medieval period, is the imperfections in everything built. It’s all handmade; wood is not impregnated and has a high chance of decaying, rocks are uneven and most things are covered in mud. This is apparent in for example Skyrim:
As you can see, compared to the smooth, even materials of Sci-fi, these are very rough and defined. It also has a very murky and dark feel to it, showing how everything is made from and withered by natural elements. Taking this into serious consideration, I went for an open basket type crate, for storing fruits in markets for example. I made sure to make every plank unique, and separated (had I done the planks with only texture and normal map, I fear it would’ve felt to manufactured and ”perfect”). I also chose to go for a decomposing feel, breaking it a bit, and adding mushrooms and moss to it. This should give the feeling that it had for example accidentally fallen of a traveling wagon into the woods, and stayed there for quite a while:
Conclusion Like I mentioned at the start, not doing my go-to style (which can be challenging) and being able to do multiple styles or, better yet, be able to do any style given to you, is one of the best virtues one can have as a 3d artist. Not only does it give you a much broader range of job opportunities, but you are also much less likely to get stuck on the same track over and over. One thing that can happen, is that if you get completely versatile, you become more of a tool to realize the 2d concepts than an individual artist. Your personal touch can disappear. To counteract this, one should make sure to do personal stuff alongside the things you do for a job! |





