This was simple project with the aim of getting to grips with texture maps. It’s made from a single cylinder which has been divided into three polygon sets to allow for the different materials. The filter and paper are a simple image wrapped around the body the cylinder. The tobacco end uses a photograph of tobacco in conduction with a displacement map to give the appearance of bits sticking out.
From the smoking end. There’s a bit of texture on the tip of filter, which you can make out if you look carefully. I had a Eureka moment while doing this project, I went to the UV tab in Modo, and it actually made sense…
My first attempt at making a football. The edges between the panels could probably do with some finessing, but other than that I’m quite pleased. The texture is satin-finish plastic, not that I know what they make footballs out of, but it looks convincing enough.
My previous bottle cap was messy and difficult to modify, so I decided to remake it. This version leaves out a great deal of redundant geometry which makes it a lot easier to work with. It also has a softer profile, although in it’s new neat and tidy state that’s easy to change.
Also available in metallic with graphics! This is my very first image map. I’m particularly excited because the star is a different material to the cap (of course you can’t really tell, by I know).
My first attempt at making a bottle cap in Modo. Subdivision modelling came to the rescue, and I can’t (at this point) imagine how else it could be done. Giving the metal thickness was the trickiest part, but it makes for a great highlights on that shaped edge.
This is a revision to my earlier Orange Drink bottle. The ribs are more defined and neck is now straight. I also used the more traditional technique of drawing a profile and spinning it around an axis to make the model. It made it easier to be faithful to my technical drawing.
For my second attempt at subdivision modelling I chose a more complex shape, although it is still round, and symmetrical, which made things a bit easier. I did entirely avoid the issue of the cap though… that’s a project in itself. Once again lighting proved to be the bulk of the work.
This was my first attempt at subdivision modelling, transparent textures and making my own lighting. It looks passably like a glass of water, even though there was a lot I didn’t understand. The main thing I took away from this project is that lighting is hard and transparent textures are awesome. I plan to buy a book on photographic lighting, so I can learn some techniques to use in Modo.