After a few months of modelling petty things like chairs, champagne glass, tables and the irks, I found a technique that could help me model most of the non-baffling objects into 3D studio max. The step I folllow in modelling an object is pretty simple and straight-forward: Look at the objet and try to visualize it in terms of primitive shapes and geometry, then try to figure out how to place those primitives in the software. I don't know how long this method will stay good, but it has, so far.
Back to the squeezy. Designing the squeezy was the most fun thing I had done in quite some time. It had quite some radical new challenges than the chairs and tables: It had curves all over its body. I tried a total of 5 to 6 different approaches to model the sqeezy and all of them turned ..er..ugly, at best. Finally, after some sleep, I got the shape I wanted.
One of the reasons I didn't start modeling humans was 'cause of the curves (no double meanings here). The next challenge was the squeezy's nozzle. It was all curves. Again, when i was sufferring from unsuccessfulness, some sleep cured me. (But I really am not satisfied with the current nozzle).
The next fun part was desiging the label that's stuck on the front side. I never thought I would ever do "real" texturing this early into my designing hobby, but there I was firing up ol'photoshop cs and painting the logo. *sniff*I am so proud*sniff*. After working with an excellent context-sensitive and "sense ful" application like 3ds max, Adobe photoshop felt clumsy like hell. Found my way through it in an hour. (actually, I was searching for the custom shapes button :( ) Struggled with gradients, got fed-up with layers, wrestled with transparency and finally split my head trying to texture-map the squeezy in 3d studio max.
After that, my favourite renderer, Mental Ray started acting up. It would just crash just before rendering the scene. I tried changing the environment map, materials and render settings but to no avail. Since I was reluctant to go with the default scanline renderer, I downloaded some famous renderers like brazil and vray, albeit as trials. Both had a LOT more controls than the default scanline. Brazil(rio, the free version)would only output in 512x384 mode and vray was SLOW. So I went with default scanline renderer. After a lot of burnt-out images, I finally found the lighting that produced the least artifacts and settled with it.
Here are the final renders of squeezy:
3 comments:
Hey, this is cool! I didn't know you were into 3ds max and stuff.
Hey! Yea, it's one of my (recently, only) hobbies.
U r awesome dude.. keep up the gud work..
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