top of page

3D Modeling

3D modeling underpins important newer technology - critical for developing games, adding in 3D elements in advertising or fan engagement, and for developing 3D printing products. 

Traditional 3D Modeling

Dumpster

This dumpster was created for an assignment in my Creating For Immersive Platforms graduate class. The assignment was to create a 3D model of a dumpster that could be used in a game or XR application. I was tasked with creating three models of the dumpster: a high poly version, a mid poly version, and a low poly version.
 
I began the project in Maya, where I first created the low poly version of the dumpster. I created the basic geometry for the dumpster using hard surface modeling, ensuring optimal edge flow and topology for the best computing performance and final look. Because the dumpster is symmetrical, I had only modeled one half of it and later mirrored that side to get the completed model. Once I completed that half of the low poly model, I duplicated it for the the mid and high poly models. For each model, I created more loop cuts and faces and beveled the edges to make a higher quality model. Although I still had to take into account the amount of faces for the mid poly model since it would have to be able to be used in a game engine, I didn't necessarily have to limit face count for the high poly model, since that was only going to be used for baking maps onto the lower poly versions. I used that to create a smoother, more detailed, and more realistic model.
 
Once the modeling process was complete, I UV unwrapped all of the models in Maya to apply textures and bake details from the high poly model onto the lower poly models. I exported the models and their UVs to Substance Painter. In Substance Painter, I baked the normals from the high poly model onto the lower poly models and then selected the materials I wanted to use. I picked a red metal material for the main bin and a jade material for the lids and wheels. I then edited those materials to add more detail and noise to them. After adding the materials, I exported the maps for texture, roughness, and normal.

Photogrammetry

Petrified Wood

For my graduate-level Photogrammetry class, I created a model of a 12-pound piece of petrified wood that had been sitting in my house as a decoration for the last 15 years. I put the petrified wood onto a stool directly under a light so I could try to get the most even lighting I could. I then used my iPhone to take pictures in three rings around the wood to get adequate image coverage: a ring at about the wood's mid-level, one from above looking down at an angle, and one from below. I transferred these images to my computer and put them into Reality Capture. Once the program had calculated a sparse point cloud, I adjusted the bounding box to cut out the parts of the background that the images had captured. After that, I had Reality Capture create the high poly mesh and textures and then exported those out.

I imported the model into Blender to clean it up. I removed the parts of the stool that were still in the model and flattened the bottom. I then imported the clean model into ZBrush and used the remesher tool to turn the mesh from a model with 1.5 million faces into one with just a few thousand. I imported both the low and high poly models back into Blender and UV unwrapped them so I could bake the texture onto the low poly mesh. I then imported the UV unwrapped low poly mesh into Substance Painter and baked the normal map and texture from the high poly mesh. Then, I exported the maps for the low poly model and applied them to the mesh in Blender.

woodlp1300x1900_orig (1).png

Low Poly Model
Rendered in Blender

high poly wood.png

High Poly Model
Rendered in Blender

real wood.png

Image of Real Object

bottom of page