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].