Wednesday, 30 April 2025

3D Toolkit - Deformations , Polygroup & Clip Brushes

 

 3D Toolkit - Deformations , Polygroup &  Clip Brushes

                                                       Deformations

Using the deformation palette inside of Z-Brush , it can allow access to providing different ways to sculpt different 3D objects using different unique effects . To actually see the different effects when they are updated onto the different model , you have to be inside of the edit or transform mode . All of the different deformation tools are able to be constrained to any of the different axis or each of them individually which are X , Y and Z by pressing the letter inside the tool. After utilising the deformation tools when using a default primitive , the tool is first of all cloned and creating a copy and added to the tool palette.


(Deformation Tool Bar)



Example of Using Inflate & Spherize








Example of the Twist & Bend 














                                                                       Poly Groups 


Utilising Poly groups allow you to organise the mesh by using visual grouping information such as how I utilised it too shade different sections of the body into its different sections with the torso , legs , arms & head all becoming different colours.

By using the masking tool and shade the different areas of the body , you can then press Ctrl + W to create the different poly groups.

To Isolate Poly groups - CTRL + SHIFT
To Hide Poly groups - CTRL + SHIFT whilst clicking on the poly group
To Invert Poly group Visibility - CTRL + SHIFT then drag into an empty space
Using Hide Poly group in conjunction with Mesh Visibility - CTRL + SHIFT + ALT


                                                                      Clip Brushes

The Clip Brushes is quite different compared to the standard brushes that are inside of Z-Brush as their operations are perpendicular on the canvas . Using these type if brushes are similar to how the erase tool is able to cut away the pixels from the canvas however these clip brushes are used to cut away different areas of your model and cut away at its border plus these brushes don't change the topology of the model itself either as they are only able to push around the polygons.
 

Sunday, 13 April 2025

Real Worlds - Street Furniture Model Process

 

Street Furniture Model Process


Metal Door Modelling Process :

Each section of these models process is different screenshots showcasing the original process of each model and how it was slowly built up starting off with my metal door having the centre panels being constructed first.

Then creating the framing of the door which is holding the entire door together keeping the design compact and adjusting the length and width of the centre metal panels to fit the design.


Still working on the frames of the with creating these small metal pieces connected to the framing by a metal sheet


Finalised this model by creating the roofing sealing the entire model together and creating the set of activation buttons on the back panel of the doors framing which would allow the door to be forced shut during a meltdown inside of the lab.


Finalised Render inside of Substance Painter
Textured utilising the different preset textures inside of Substance Painter



Implemented into my Final Environment Model

Screenshot of my Metal Door being implemented in the final environment I made for the end of this years project.


Broken Capsule Modelling Process

Starting off my original concept build for my capsule by creating the ends each way of model and creating enough space in-between to separate the glass.


Next step creating the glass by taking different vertices and shifting them till I got the required shape I wanted and then repeated this throughout the glass process.


To create these original wire designs , I used a combination of the ep curve tool and the extrude tool to create these different lengths of wires and then duplicating them changing the design on the bottom half.


Finalised Render inside of Substance
Textured utilising the different preset textures inside of Substance Painter


Implemented inside of my finalised model

Screenshot of the two different instances that I used my glass design for each room as I used the feedback I got during the sketch phase of these capsules and created a room filled with shattered capsule heads as if multiple creatures have caused escape attempts. 

During my second instance , I replaced the shattered glass and replaced this with a clean version as if this capsule is prepared for an experiment to occur.






Electrical Breaker Modelling Process

This Model is completely has elements of its model redesigned which is more noticeable once placed into my finalised mode with slowly building the centre box which would contain the separate pieces inside the electrical panel.


Creating the side where I wanted this set of cables to come out of , I used the booleans tool to create holes in the box for these cables to slide through however whilst these cables are straight forward here they are going to be changed by the end of the project.


Started to finalise this design by creating the last details such as the warning sign before u open the box to switch off the breaker and designing the pull switch handle which was designed as a safety measure encase of emergency.



Final Render inside of Substance
Textured utilising the different preset textures inside of Substance Painter




Implemented into my Final Environment Model

Finally the showcase of my model being inside of the finalised environment for this project with changes for the final design such as using the ep curve tool to create new cable designs and creating a new model showcasing the inside working of the breaker which I'm proud of since I haven't really modelled electrical interworking's before.


























Toolkit - All Links to Blogs

  All links to blogs 2D Toolkit https://louieaskewgamesart.blogspot.com/2025/05/2d-toolkit-character-team-member-sketch_16.html https://loui...