Modelling Process – Camping Table | Development

Intended Outcome:

  • Create a realistic replica of my Camping Table reference images.

Problems I encountered and how I overcame them:

  • I began this model by focussing on the table top. The repetitive nature of this part lead me to use the Array modifier, mainly because of its relevance, but also because I had very little experience using this tool. I created on panel, repeated it 8 times, and increased the distance between the panels appropriately. It was at this stage I chose to look at different angles of a camping table to ensure my model was realistic. In doing so, I noticed that the shape was more rectangular than square, unlike the images I had found, so I altered the shape to make sure it was somewhat equal on all four sides. I also ended up recreating the tabletop later on in my modelling process, ensuring it looked as realistic as possible.
  • My next challenge was to create the brackets that lay under the tabletop. To do so, I began with a long thin panel and equally extruded it out width ways by typing in a measurement as I extruded. I then extended these extrusions along the Z axis, altering the base of the model to resemble the thickness of the sides. Despite not being accurate, this piece of the table is only minor, therefore this slight irregularity was not worth altering and gave off an adequate result. I then scaled this model to fit the table top and used the Array tool again to repeat this structure.
  • Creating the legs to this asset proved to be somewhat difficult for me. To get the initial shape, I simply scaled a cube to an appropriate size and moved the top and bottom vertices of this cuboid in opposite directions along the X axis in equal measurements. The legs of this model were made by two long metal poles of the same length, so I duplicated and rotated the first leg. During this stage, I noticed that while these legs fitted together in the middle, they met at similar placed at the top of the table, allowing them to fit into the brackets. Because of this, I then needed to ensure the top of the two pieces slotted into the bracket without intersecting elsewhere. To ensure this, I selected the top part of these meshes and scaled them along their Y axis until they met at the same point. Because this led the middle portions of these meshes to overlap, I then repeated this on the bottom, ensuring this was no longer. I then duplicated the two cuboids and placed them on the other side of the tabletop.
  • To create the panels that run from one side of the legs to another, I decided to first find what angle the first two legs were at, ensuring these panels fit correctly. To do so, I scaled a cube so that it was the width I hoped these panels would be, then rotated it next to the legs until they matched. This was not completely accurate, and if I was to do this again I would most likely find a more precise way to do this, but again, this detail is rather small so I could afford to be off a few millimetres. On finding this angle, I moved this mesh to the centre of the two legs created previously and scaled it along its Y axis until it reached both sides. Because I had to scale/move the top sections of my table legs, the top and bottom of the legs no longer aligned, meaning there was a slight angle to these legs on the front side. Because of this, I needed to alter the length of these slightly. I repeated this process for each of the three panels present in my reference image.
  • During the above section of this modelling process, I noticed something I failed to notice initially. Although identical in most ways, the legs were in fact flipped on the opposite sides. Because I found it difficult to create these legs in the first place, I decided that I would not change them to match the reference image. While different, my model would still be a practical design for a camping table, therefore it would not affect the realism of my final scene.

Mistake 1 Mistake 2

  • To create the feet at the bottom of the legs, I simply created a loop cut, separated that portion of the mesh by selection, and scaled it to be slightly wider than the leg. I then duplicated this for each leg.
  • Creating the screws/bolts for this project was rather simple. I halved a sphere and created a face to make a hemisphere, before indenting and extruding a cylinder to make the thread. To create the groove screws have at the top of them for a screwdriver to fit in, I created a sphere with just 5 segments and used the Boolean tool to form an indentation in the top of the hemisphere I made earlier. I then proceeded to extend the thread to the length it needed to be, and duplicate the hemisphere and place it on the end of the thread, creating the below mesh.

Screw

  • To complete this model, I added a subdivision surface modifier to smoothen the surface of each mesh, I bevelled any edges that were too harsh, and I ensured that the normals of the mesh had an auto smooth angle of 30 degrees. I also grouped any meshes that would be textured the same to help save time when UV unwrapping my models for texturing.

Where to go from here:

  • This model tested my ability to create more complex shapes, so I hope to begin another rather complex model.

Timelapse:

Final Model:

Modelling Process – Flask | Development

Intended Outcome:

  • Create a simple but realistic thermos flask.

Problems I encouraged and how I overcame them:

  • I began this model with a cylinder roughly the thickness I wanted the flask to be, then extruded it to resemble a basic thermos flask. I made sure to constantly refer to a reference image as I created the base of this model, and created indents or extruded as necessary, not focussing too much on the details as of yet.
  • At the bottom of most stainless steel flasks, there is a slight indent around the bottom. Instead of creating just one slight mark, I chose to widen it to a thicker indent, allowing for more detail opportunity when texturing this piece. I used a rather simple and inaccurate method of creating this, choosing to use loop cuts and extrude parts around this portion. While inaccurate, this detail is small and therefore difficult to notice, making me allow myself to get this result without focusing on measurements. The overall effect works well for this model.

71sG4JYUHkL._SL1500_ Screen Shot 2018-04-22 at 14.54.07

 

  • The lip at the top of a thermos flask was also a detail I had to interpret. while I struggled to make this part of the model resemble my reference image exactly, I still managed to use the extrude and scale tools to create a convincing break between the base of the flask and the lid.
  • To create the lid, I firstly placed loop cuts towards to top of the model, before using proportional editing. I initially struggled to taper the top the correct way and consulted the blender community on how to create my desired effect. On researching this method, however, I remembered a quicker way to bevel the top and make it bear resemblance to my reference image.
  • To complete this model, I added a subdivision surface modifier to smoothen the surface, I bevelled any edges that were too harsh, and I ensured that the normals of the mesh had an auto smooth angle of 30 degrees.

Where to go from here:

  • After completing this rather simple model, and refreshing my workflow speed in Blender, I aim to focus on my more complex assets.

 

Timelapse:

Final Model:

Pinning Fabric | Development

One initial struggle I had when experimenting with creating fabric in Blender was what vertices to pin and how to pin them. After experimenting with basic, but not ideal, results, I consulted the Blender community on Youtube, finding the following tutorial by CG Cookie.

What was unique about this tutorial was how CG Cookie used weight painting to pin the sections he wanted to. Not only does this allow him to pin the exact points of which he wants to pin, but he manipulates the strength of the weight painting in order to apply a diluted effect to other parts of his model. This allows him to add detail to his model, without restricting the strength of the effect to %100 or %0.

ON watching this, I experimented with this method of pinning fabric and gained the following results.

I quickly made the following set up:

 

Screen Shot 2018-04-22 at 14.18.01

 

I initially experimented with using just red and dark blue values. This was quick and easy to assign:

 

As I had already relied on the system of having just two values – pinned and loose – I added strips of green into this set up, a value that falls roughly inbetween red and dark blue. The effect was interesting, and allowed for more modelling capabilities in what I thought to be such a restricting effect:


 

Sources:

– CG Cookie (2017). CGC Classic: Creating a Pup Tent pt.1 – Modeling (Blender 2.4).

Available at: https://www.youtube.com/watch?v=mNgOLmhxtLg [Accessed 22 Apr. 2018].