![](//4.bp.blogspot.com/-3V10GsLDNjQ/U_xZ0mSgh3I/AAAAAAAAAFQ/2b-G_1S3kdE/s1600/Watch_Stauer.blend.jpg) |
first stage front-back | |
Beginning modeling of a watch. Stauer "Noire" model. I enjoy the design and hope to capture the details as accurately as possible.
This is a practice in high polygon hard surfaces, using quads, avoiding triangles during the process. This will be textured and rendered. I plan to adapt a low poly version to be available for realtime graphics display.
In the first session, the main case body was blocked out in medium detail and contains a subdivision surface modifier. Material zones are assigned for chrome and brushed areas.
![](//4.bp.blogspot.com/-Plmv8wQAKl8/U_xlQCCmjBI/AAAAAAAAAFw/tbz2t03a-7w/s1600/watch_detail_inseta.jpg) |
subdivision view |
![](//2.bp.blogspot.com/-zMxW87iUkZQ/U_xfpqXUcfI/AAAAAAAAAFg/HueShTyMxTk/s1600/watch_detail_tris.jpg) |
edges |
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In the fine details of the back plate some triangles are hiding around, as long as they contribute to a clean surface, i'm not too concerned. This area received very heavy edge duplication to help smooth the bevels. It seems to give a clean result; nice highlights on the bevels with no real distortion. These areas will never really be seen, it is just for study.
![](//2.bp.blogspot.com/-jO709KeO85Y/U_xlQF2P2SI/AAAAAAAAAF0/iAoNAndFnDk/s1600/watch_detail_insetb.jpg) |
surface result |
![](//1.bp.blogspot.com/-gENOI0-V-nU/U_0V_hYOwFI/AAAAAAAAAGU/o_Wt4Kk6ubs/s1600/edges.gif) |
Alternative: creased edges |
![](//4.bp.blogspot.com/-ScsakZy9uHA/VAAeFzrPUII/AAAAAAAAAIY/C9K50IOHdoY/s1600/watch_crownb.jpg) |
matcap rendering with crown and pins completed |
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![](//4.bp.blogspot.com/-q8S8U1r_4W4/VAFOywiDaTI/AAAAAAAAAJI/3VGAWVJJkN4/s1600/holes.gif) |
square holes become round |
![](//3.bp.blogspot.com/-PCTPT7Yg064/VAFDuX237dI/AAAAAAAAAIs/umOmoC5IvgY/s1600/watch_full.jpg) |
strap and latch |
Modeling the band was done in mirror and went quickly. The tiny holes were fairly tedious but came out smooth. A useful tool for sniffing out any hiding n-gons, has been
MeshLint. Also helps in finding other wonky geometry. simple and effective. At this stage some tweaks before texturing.
A few UV paintings to represent the band and face.
![](//4.bp.blogspot.com/-zkbn-5ZSOfs/VA_8z54GE1I/AAAAAAAAAJY/DFAkbVwOQBY/s1600/texturing_band_tex.jpg) |
textures - bump map - strap color |
The band was produced mostly by bump mapping. Images painted with
Gimp 2.8
consisting of stitches and a paint crackle overlay.
![](//4.bp.blogspot.com/-t1dGrk5gv4g/VA_9Yh4XitI/AAAAAAAAAKQ/8VmUF0UlgAM/s1600/rendering_wip_02.png) |
bump map applied to material |
Thinking about how to make the intricate engraving for the watch face. Blender mesh designs to be converted into vector SVG and imported to
Inkscape. This script was discovered on a post at
blender artists, and worked very well.
![](//3.bp.blogspot.com/-k0ICftGn99Y/VA_84Jr2-DI/AAAAAAAAAJg/rVpXHlTy_jQ/s1600/texturing_face_engravblend2.jpg) |
face engraving test patterns |
![](//3.bp.blogspot.com/-cUrgZgjCWXQ/VA_87mNNlfI/AAAAAAAAAJo/jhfN0TR8XaQ/s1600/texturing_face_engravblend9.jpg) |
engraving pattern in blender |
A radiating mesh with a few subdivision, twisted proportionally from center. The vector image was imported nicely in Inkscape. More editing in Gimp, for duplicating and eroding the layers, a kind of expanding depth was able to build up. finishing details in vector: concentric circles around edges, sub-dials with crosshatching, date window, and small raised area for label.
![](//4.bp.blogspot.com/--O9eUac4jhA/VA_9AIr58bI/AAAAAAAAAJw/uGwkVimIs3I/s1600/texturing_face_engrav.jpg) |
face engraving pattern for bump map |
![](//2.bp.blogspot.com/-N4JRuAm2Kro/VA_9Dw6HDJI/AAAAAAAAAJ4/xvwsaXAPpHA/s1600/texturing_face_engravblend3.jpg) |
bump map test application |
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![](//2.bp.blogspot.com/-x864N2GwNIY/VA_9LbBUMHI/AAAAAAAAAKA/IVZ57HhHpqM/s1600/texturing_face_bump.jpg) |
full face bumpmap |
![](//4.bp.blogspot.com/-M3CxDFuXZF0/VA_9M0pkBlI/AAAAAAAAAKI/UdPfwJAR-og/s1600/texturing_face_tex.jpg) |
face texture detailed in Inkscape |
Next is rigging the band so it can be curved around and posed.
![](//2.bp.blogspot.com/-vlceky5EhCE/VA_9dvUEs5I/AAAAAAAAAKY/dFsrBliFkaQ/s1600/bandrig.gif) |
rigged bands using empties+IK+hooks |
Adjusting materials, camera, and test rendering.
![](//3.bp.blogspot.com/-x8eFOXsxSeU/VA_-NawgxeI/AAAAAAAAAKg/Y9DTxXMskcU/s1600/nodenet_face_bump.jpg) |
nodes - dial face bump map |
![](//3.bp.blogspot.com/-x2rh7mvVNh4/VBAFis7Td9I/AAAAAAAAALA/7SOJ_3rO-MA/s1600/nodenet_background_env.jpg) |
nodes - environment applied |
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![](//3.bp.blogspot.com/-92A9ANy_ySs/VBAGWGVxgaI/AAAAAAAAALI/vwZfF4rtI-8/s1600/case_chromemask.gif) |
mask application - chrome/brushed |
![](//4.bp.blogspot.com/-CWEa3lwboKQ/VA_-PLXrYOI/AAAAAAAAAKo/GUY71Ibqkwk/s1600/nodenet_chrome_mask.jpg) |
nodes - anisotropic/chrome mask |
![](//4.bp.blogspot.com/-jJwfbWzc8jU/VBAIhE0wfnI/AAAAAAAAALU/bGNqrDtyBuc/s1600/rendering_wip_01.jpg) |
textures work in progress |
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![](//3.bp.blogspot.com/-r-sMeHlKIYM/VBAIv0tam5I/AAAAAAAAALc/7L4BdLZbUis/s1600/rendering_wip_05.png) |
rendering scene - work in progress |
![](//1.bp.blogspot.com/-pG3DbWwq0lQ/VBAIzs0QclI/AAAAAAAAALk/SFhTT2uVdIc/s1600/rendering_wip_06.png) |
rendering - all detailed |
A few spots need to be perfected. probably add the numbering to the bump-map for a bit of embossing. band uv and texture adjustment. indicator spots on hands. probably incorporate in cool "noire" context; currently a lame concrete bitmap substitutes while details are tweaked. not to forget to adapt a low-poly version.