I wasn't feeling the motivation required of me to complete the first draft of my script so I modeled instead. Honestly the hardest part was figuring out how to make the trashbags. What I did was take a bunch of cubes and randomly rotate them. Then, I surrounded with a UV sphere and applied the shrink wrap modifier. I messed with the settings until it looked alright. Then I applied all the modifiers so I would have an actual mesh, went into edit mode and fixed troublesome areas. For the material I used a plastic material I found online, then to get the wrinkles I applied a noise texture to the normal mapping node. To model the buildings I followed a very simple yet effective strategy laid out in the following video.
The biggest challenge that I faced in this project was making the plate. I wanted a particular look to the plate that was proving to be a challenge. I wanted the curve to go up and then out in a smooth and natural fashion. This was a little difficult to accomplish with the bezier curve because I was working with multiple curves in a slim area. It created difficulty because the curves were almost overlapping and made it hard to see which curve was which. I overcame this challenge through trial and error. I used trial and error by seeing what happened when one curve was adjusted and then I would undo that action. I kept doing this until I achieved the result that I wanted. That is how I overcame the challenge of forming the curves for the plate.
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