Modelling Process – Kitchen Roll | Development

Intended Outcome:

  • Use the cloth simulation in a different context.
  • Create the sense of presence.

Problems I encountered and how I overcame them:

  • This model did not take up much time to create and allowed me to add a sense of presence to the scene. By creating this small detail, I believe it made the scene feel more realistic by insinuating someone has pitched camp and unpacked items they would otherwise keep hidden in order to use them.
  • To create the two main components of this model, I used cylinder meshes and the Boolean modifier, altering the thickness of the cylinder to create the model I wanted.
  • Again, I had not used the cloth simulator in a situation like this, so I did a lot of experimentation with the physics simulation available to ensure that, if animated, it looked realistic. When unused, kitchen roll tends to try and unravel itself, so adding a piece of mesh that can resemble this behaviour would help to create the realism. To ensure it hung naturally, I tested different presets and altered values to gain a reasonable response, and tested the effect with a wind forcefield.
  • To complete this model, I bevelled any edges that were too harsh, added a subdivision surface modifier, and I ensured that the normals of the mesh had an auto smooth angle of 30 degrees. I also removed any unnecessary faces/vertices and grouped parts of the model that would be textured identically.

Where to go from here:

  • Create more accessories appropriate for the scene.

Timelapse:

Final Model:

The errors present on this sketchfab are not present on the final model. Unfortunately, I cannot remove them, but feel this view still gives the overall effect of the model.

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